Revvy Bitterleaf's SFS 3-00: The Last Bite (Tiers 3-4) (Inactive)

Game Master Revvy Bitterleaf

Maps & Handouts


51 to 100 of 105 << first < prev | 1 | 2 | 3 | next > last >>
Scarab Sages

1 person marked this as a favorite.

Thanks Aerondor. I should be good to go from here on.

Lantern Lodge

SFS 05-99 BftB

My pleasure. If you could drop me from the campaign that would be helpful.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

I dropped you, Aerondor. I'll handle any changes to the campaign that Revvy requests until we can get a campaign transfer.

Hmm

Scarab Sages

As far as I can figure it out most votes for the next mission are for number 3 - The Diaspore. I'll set it up.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

I think we're headed for the Diaspora--as much as I'd like to do the Aballon mission, this is a combat-ready team and we can probably knock that one out quickly.


Have an Aid Token!

Boosts:
Provide Spellcasting (mystic cure by Croaker, level 4)

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

It looks like we're relatively on top of this encounter. Should we boost the aid token and pass it on?

Scarab Sages

Let me know what you plan to do with the aid token, just using it and passing it on is also an option.

And speaking of options;
As you've seen most (if not all by the time you read this) of the covert missions have been closed and the action missions have been unlocked

Please look at slide 17 and decide where you want to go after you finish your current mission.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

If nobody objects, I'll boost the aid token with an attack roll

Attack to boost: 1d20 + 5 ⇒ (18) + 5 = 23

Adding a personal note to the receiver.

As for follow-up mission: since we're here, I wouldn't mind doing the follow-up to this mission. This group seems good with any combat mission, though.


Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

I think it can only have one boost at a time.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

I'm good with staying here for the next mission.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

I wasn't sure if we could pass it on with boost intact, or if we should provide our own. For the benefit of doubt (and for the personal touch), I added my own, with the intention of replacing the current one.


1 person marked this as a favorite.
Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

No worries. It just came up last time I GM'd a special.

I'm also up for staying here for the next mission.

Scarab Sages

I've passed on the aid token (with the replaced boost) and included a link to the personal note.

Scarab Sages

This part is Starship combat.

I'm not sure if you guys decided on what Starship you want to take and what your roles will be.

Please sort them out and once the pilot is know (and what the bonus for initiative will be) I'll roll for initiative and start the first round of space combat

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson and Rex both have +12 Piloting, looks like, but Patterson has +8 to gunnery rolls to Rex's +7 (I think). That makes Rex the better choice for pilot.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo has +5 on gunnery, and +8 on diplomacy. She'd prefer guns (something to do with preferring spending space travel holed up in a gunner turret), but is happy doling outs aid and shrieking a lot.

Momo takes captain. Do we get to choose ships? Drakes are nice and sturdy. Don't fly a pegasus, they fall right out of the sky.

Wayfinders

"Vondal" male N vesk mercenary soldier 4 | SP 10/32 HP 34/34 | RP 7/7 | EAC 21; KAC 21 | Fort +5; Ref +2; Will +5; | Init: +5 | Perc: +1, SM: +1 | Speed 35ft | Active conditions: None.

Gunnery: +5
Pilot: +5


Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

Rex also has the Gorgon available. Engineering or Pilot is fine for Rex.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Gunnery +6, Computers +9, Engineering +8, Pilot +9

Kat can start as Science and switch to gunnery later, if that works.


Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

GORGON TIER 4
Large destroyer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 12; TL 12
HP 170; DT —; CT 34
Shields Basic 60; forward 15, port 15, starboard 15, aft 15
Attack (Forward) heavy laser cannon (4d8), twin laser (5d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) tactical nuclear missile launcher (5d8)
Power Core Arcus Ultra (150 PCU); Drift Engine Signal Basic; Systems crew quarters (common), cut-rate sensors, mk 3 armor, mk 3 defenses; Expansion Bays cargo hold (4)
Modifiers –2 Computers, +1 Piloting; Complement 4–20

DRAKE TIER 4
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70 (forward 20, port 15, starboard 15, aft 20)
Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile launcher (4d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round; Complement 4–7

Scarab Sages

I've put the Drake up for now at your starting location.
If you choose another ship just swap out the icon for the one you chose.

What do people prefer for starship combat?

1 - Go by "normal" turn order; first do piloting, then do then next, etc. Depending on individual (mostly mine) posting availability this can take about 2-4 days for 1 round of combat
2 - split it into init/movement and everything else. This will take 1-2 days per round.
3 - All of you act together and then I'll take all my actions I'll try to sort out how to best fit the actions taken (in case gun positions don't line up after movement, etc).

I've been doing 3 mostly since it's generally the fastest, but I've seen people get confused with what's going on.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

I like option 3, and a bit of confusion helps convey the chaotic atmosphere of space combat :)

Also, the Gorgon seems a good choice. It doesn't have escape pods, so one less thing to freak Momo out.

Acquisitives

1 person marked this as a favorite.
Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Let's take the Gorgon. Momo will be captain, Patterson will pilot, Kat5e take science to start with, Rex on engineering, Vondal on guns (I suggest waiting on missiles until we're closer), and Ombonth as chief mate. We aren't going to be shooting much, though.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

We don't need every position covered. Having multiple gunners (as opposed to science or chief mate) will up the damage a bit.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Another vote for 3, as we're pressed for time. Momo, I agree re the guns. If we have Rex and Kat5e shooting as well, hopefully we can shorten the fight even more.

ETA: Ombonth has +3 gunnery AFAICT, which is why I had him doing something else.


Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

Sounds good to me. I suspect Rex will need to stick with Engineering (assuming this goes like most combats)

Scarab Sages

Ok, feel free to move and start stunting/scanning/shooting then.

And the pilot can include an init roll for next round already if you prefer to roll it for yourself so I know if I can take the next round of movements for the enemies already in case they loose init.
Makes it easier for you guys to know what to do if I already moved.
(which can make it look like the enemies move hella fast since sometimes I then take 2 moves in a row without people seeing what happened in between..but hey, fog of war)

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Did the scan reveal what tier the drones are?

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Don't think we really need a captain, so I'll go and hole up in my turret again

Scarab Sages

Patterson LXII wrote:
Did the scan reveal what tier the drones are?

As far as I know scanning gives you the following information;

1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.

I'm not sure Tier is part of the ship classification, but I don't think opponent Tier is something you get from a scan. I could be wrong though. Or it's under 5. Other; Any remaining..

Just because I'm curious, why do (would) you want to know the Tier? To calculate if your abilities work or not?

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Yes, since it bore on the difficulty of the flyby. I went for it anyway and rolled well, though, so it was a success instead of a glorious failure.

Scarab Sages

Momo Strawberry wrote:


I'm hazy on the rules here: fire at will says 'any two weapons regardless of arc' Not sure if they're allowed to be the same weapons - if not, please replace damage roll with something less radioactive for an appropriate arc.

[ooc]Just for future reference, they mean different weapons. /ooc]

Scarab Sages

Just to be certain; nobody here has the boon: Acquainted with Datch (ally boon) - slotted for this scenario right?

Scarab Sages

And some out of character information which will be handy to know:

Because of the time limit, some tables might not get to experience all of Part 4. Additionally, PCs might struggle with the difficult encounters during this part of the adventure. After the House GM announces that the House has completed a checkpoint, players have the option of skipping ahead to the end of that checkpoint. All prior encounters and hazards function as if bypassed or defeated by the PCs, any doors associated with the checkpoint become accessible to the PCs, and any ongoing encounters end immediately, as other Starfinders step in to assist the PCs in their current struggle. The Table GM should make sure that the majority of the players at their table agree with the decision to skip ahead.

Since it will take some time for people to vote once the first checkpoint is made I think it will be easier if you guys are aware if you want to skip the encounters in that checkpoint once a checkpoint is completed or try to see how far you get on your own.

For example; It's completely possible that if every other table goes left while you go right that other starfinders have unlocked everything on the left side of the station and you can just walk through everything there if you decides to go left at some point without encountering anything.

-------------------------------------------------------

Also;
Taking a 10-minute break to rest and recover Stamina Points is not possible during this part of the scenario.

Second Seekers (Luwazi Elsebo)

Vanguard 5 EAC15(16) - KAC18(19) (+1 with shield) | SP60/60 HP 41/41 RP7/7 | Init -1 | Perc +8 SM +0| F +9, R +4, W +5 | Speed 20ft. fly 20ft. (average) | EP 0

I have slotted the boon.


Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

I too have Acquainted with Datch slotted. (Slotted boons can be found on my profile)

Scarab Sages

Due to the secret door being so well hidden (that even I couldn't find it on the map) I've accidentally created a door directly into the room you just opened. It should have opened into a small corridor with an extra door to the room.

I've fixed it on the map now and other then that Omboth will start squeezing because there isn't enough room in the corridor it only changed your starting positions a bit.

Just in case someone has seen the map yesterday and is wondering what's going on with it today.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0
Quote:
The PCs may be confused about the next step to take.

At least I know I am playing the scenario right.


1 person marked this as a favorite.
Starship Actions ; Live Exploration Extreme!

Hi Folks! Just a dropping off a quick note to let you know that an aid token has been passed to your table. Enjoy!!!

Scarab Sages

Kat5e wrote:
Quote:
The PCs may be confused about the next step to take.
At least I know I am playing the scenario right.

Or at least as the writer indented it to be played.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

I recommend we use the aid token for First Aid and pass it on, since AFAICT we can't use it to boost our skill checks.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

I agree!

---

Let's give the next table another personal note:

Another colored piece of paper

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫
Revvy Bitterleaf wrote:

I thought it was just one check in total, but re-reading it after Momo's question it says; "and succeed at a Computers, Engineering, and Mysticism check". So since it includes _and_ I'm reading that as needing to roll all 3 checks successfully as a group - I'd suggest trying to get a few aids in on these checks if you can...you don't want to fail here

Just my opinion, but to me this sounds like a case of failed proofreading before publishing


Male NG Brakim Roboticist Operative (Gadgeteer) 5 | SP 45/45 HP 36/36| RP 6/6 | EAC 19; KAC 19 | Fort +4; Ref +8; Will +4 | Init: +6 | Perc: +10 (Trap Spotter), SM: +6 | Speed 40' | Active conditions: None

Those other tables must have been just speeding along! Thanks everyone for a great game!

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Thanks for running, RB! Thanks to the rest of you, too--see you all around the boards!

Scarab Sages

Did anyone win a boon?... let's find out (19-20 gets you a boon);

In the same order as I've rolled initiative.

Init Patterson: 1d20 ⇒ 7
Init Kat: 1d20 ⇒ 12
Init Momo: 1d20 ⇒ 3
Init Omboth: 1d20 ⇒ 19
Init Vondal: 1d20 ⇒ 14
Init Rex: 1d20 ⇒ 7
DM: 1d20 ⇒ 3

If Omboth can let me know the email address he wants have the boom send to I'll include it in the reporting.

Hopefully I can post a link to your chronicles tomorrow.

Scarab Sages

Sorry, work got crazy the last few days.

It's going to be the weekend until I have a chance to sit down behind a computer and upload the chronicles.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫
Revvy Bitterleaf wrote:

Sorry, work got crazy the last few days.

It's going to be the weekend until I have a chance to sit down behind a computer and upload the chronicles.

Take care, and don't get on the bad side of Suzy from accounting.

Scarab Sages

If I managed to do everything correctly you can find your chronicles

here

If someone spots a mistake please let me know and I'll try to fix it. I've been known to make a copy&paste or typo mistake in the past (or did something wrong and not give people access to the folder...but I think I did it correctly this time).

1 to 50 of 105 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Hmm's SFS 3-00: The Last Bite (Tiers 3-4) Discussion All Messageboards

Want to post a reply? Sign in.