tt's The Elsebo Way

Game Master therealthom

Just for fun, a run through the SFS Season 1 story arc.

Maps, etc

End(ish) of Episode 1 End (ish) of episode 2] End (ish) of episode 3]


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Android Soldier (Guard) 7 | HP 35/53 SP: 0/77 RP: 7/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Where is Zephyr compared to the bot’s reach?


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 39/41 SP 23/49 RP 7/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(4/6) 2nd(4/5) 3rd(2/4) | Status: --
therealthom wrote:
Cellion, usually the high perch would be a good idea, but this thing is tall. It can fly. And when I saw it was packing a machine gun I was determined that it would fire on full auto at some point. Harlan and Jaeric were just the 2 PCs positioned such that I could get them in the cone.

Big sad, but understandable. That's how it goes sometimes.

Sovereign Court

Maps, etc

Zephyr is 10' horizontally away. The bot is 10' up too.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Personally I hate the whole detecting life forms thing. It was terrible in Star Trek and hasn't gotten any better over 50 years. Specific things, chemical traces, heat signatures, structures, I can live with but detecting life forms has always struck me as just sloppy.


Android Soldier (Guard) 7 | HP 35/53 SP: 0/77 RP: 7/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Zephyr would really like to dig in his feet and use his powered armor strength to push the mamacrock back so the others can get by, but not if it would be almost impossible. Would it be Athletics to push it back, or does he need to make an attack roll of some kind to move the grapple?

He would also be good provoking an AOO if people can get past the crock diagonally back to our ship—but I am not sure if it is completely blocking the doorway.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

What you're thinking of is :

Bull Rush
You knock the target back 5 feet, plus 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8. If an obstacle is in the way, the target stops at the obstacle instead.

or

Reposition
You change the target’s position to a different location still within your reach and within 5 feet of its original placement. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8, but all movement must remain within your reach. You cannot move the target past an obstacle.

If you reposition a creature as a full action, you can move a distance equal to the distance you repositioned your target (up to your move speed), dragging the target along with you.

Descriptively the mamacroc doesn't literally fill the door, but in terms of game mechanics, she is large and so takes up both squares of the door. Anyone can use Acrobatics to try to move through her squares.

Tumble
Source Starfinder Core Rulebook pg. 136
As long as you do not have the encumbered or overburdened condition (see pages 275–276), you can use Acrobatics to move through a space threatened by an enemy or enemies without provoking attacks of opportunity from them. Tumbling is a move action, and you move at half speed. The DC to move through an opponent’s threatened area is 15 + 1-1/2 × the opponent’s CR. If multiple opponents are threatening the same space, you attempt one check with a DC based on the opponent with the highest CR, and the DC increases by 2 for each additional opponent beyond the first.

You can also tumble directly through an opponent’s space; the DC is 20 + 1-1/2 × the opponent’s CR. If you fail this check, you stop moving adjacent to your opponent and provoke an attack of opportunity.

If you attempt to move through multiple threatened spaces or opponents’ spaces during the same round, you must succeed at a check for each space, and the DC of each check beyond the first increases by 2. For example, if you tumble through a space threatened by two CR 1 creatures and a CR 2 creature, the DC = 15 + 3 + 2 + 2 = 22. If you then tumble through the space of the CR 2 creature, the DC = 20 + 3 + 2 = 25.

In all of these cases, the DC is modified by the same environmental circumstances that apply to the balance task of Acrobatics (see page 135). If you fail the check, you provoke attacks of opportunity as normal. If you want to move at full speed while tumbling, you take a –10 penalty to the check. You can use Acrobatics to tumble while prone, but you can move only 5 feet as a full action and take a –5 penalty to the check.

You could also have a good look at the map.


Android Soldier (Guard) 7 | HP 35/53 SP: 0/77 RP: 7/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Thanks for the details.

With double 1’s rolled, nothing was going to happen for Zephyr that turn anyway.

As far as I know, the other door is still barricaded from the other side, because I think we only cleared the one…unless I missed something.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

True. It is still barricaded.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

I tend to be a pessimist about encounters like these where we appear to be outgunned, but we always manage to pull it off. The dinosaur got the jump on is but we have not done much to improve out tactical situation. Z and Jaeric are in melee, which sucks. It's also bottlenecked making it difficult to spread the damage around. If we could at least draw it into the intersection that gives us the ability to maneuver better and maybe get past it; we wouldn't have to go as far to get away.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 39/41 SP 23/49 RP 7/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(4/6) 2nd(4/5) 3rd(2/4) | Status: --

Makes sense to me to back up a bit! My other option with Harlan is to leap through to the other side of the enemy (with a spell) to maybe lure it out of its body-block of the doorway.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Sorry guys. Holiday activities are starting early this year. I'll do my best to post, but work has me on the road for the next two weeks also.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Gotta say, I love the teamwork and self sacrifice. That rocket dash spell also has a cool visual.


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Android Soldier (Guard) 7 | HP 35/53 SP: 0/77 RP: 7/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Grapple is always weird in different systems. Technically, Zephyr’s heavy laser takes zero hands to use, since it is mounted in a weapon mount in his powered armor. The weapon, were it to be used without being in a weapon mount, would be a two-handed weapon. Grapple says you can’t use two hands to perform an action, but doesn’t specifically say you can’t use a two handed weapon if you have a way to use it without using both hands.

Way too vague for me, and I like the way you handled it.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I forgot the laser is mounted. In that case it won't need two hands to operate and I'd rule that you can fire away.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Hotel internet didn't work last night. Aaargh!

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

No worries.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Guys, how about a hiatus until the New Year?

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Good idea.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 39/41 SP 23/49 RP 7/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(4/6) 2nd(4/5) 3rd(2/4) | Status: --

Works for me. Have a great Christmas and New Years all!


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Happy New Year, everyone.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Happy New Year, I hope the various year end holdiays treated you well.

Sorry, guys. I got sick after Christmas, it kind of took the starch out of me.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Been refamiliarizing myself with the scenario. Between each mission you've got the option of a 10 minute rest to spend RP and so recover SP. No longer R&R periods are available. Keep track of those RP and spell slots; there's a lot of adventure ahead of us. This is a marathon, not a sprint.

Before the detour to the derelict ship, you were on your way to Callion following up evidence that there were Starfinder survivors there. Your mission breifing was :

"Recon teams you! who visited an ancient city gained information on Starfinders who may be stuck on the desert planet Callion-1.
We sent a probe closer to the planet to scan it and turns out, the intel was good; there are Starfinders down there. It’s a tidally locked world where one side is a frigid tundra and the other a blazing hot wasteland. If that doesn’t sound bad enough, our weather scans show there’s a gigantic magnetic storm raging in the part of the planet where our friends are. Flying vehicles won’t be safe to fly anywhere near the storm, which is why you’ll be using two all-terrain vehicles to reach them!”


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Your two customized all terrain vehicle stats:

Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high) Speed 10 ft., full 450 ft., 50 mph EAC 13; KAC 16; Cover total cover HP 90 (45); Hardness 8 Attack (Collision) 7d8 (DC 12) Modifiers –4 Piloting, –3 attack (–6 at full speed)
Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

Each vehicle has 2 advanced X-gen guns mounted. (2d12 P)


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 39/41 SP 23/49 RP 7/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(4/6) 2nd(4/5) 3rd(2/4) | Status: --

Gotcha, 10 minute rest it is then! Feels like it's been a while since we paused, but I'm ready to continue when everyone else is.


Android Soldier (Guard) 7 | HP 35/53 SP: 0/77 RP: 7/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Yep! 10 minute rest for Zephyr too, then on to the planet.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Finally, a few free moments.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Sorry stuff going on. Might be a another day or two before I post.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Sorry gang, it's been a tough two weeks. I'm back now.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 39/41 SP 23/49 RP 7/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(4/6) 2nd(4/5) 3rd(2/4) | Status: --

Welcome back!

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never's comment was to her bot, not to Z.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Traveling for work this week. Pbp will be limited.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Heard back from Neil. He's just super busy.

I'll bot Jaeric until the end of this mission and then divert him away from the group in a fashion that will let him rejoin. That will leave you with three on the team.
Options:
1) Soldier on with three. I can try to adjust encounters down.
2) I'll run a pregen to round out the team. You can choose who you get.
3) Recruit someone to join.

Option 3 is my choice, but I've got no one in mind. What do you all think?

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

I'm good with whatever.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 39/41 SP 23/49 RP 7/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(4/6) 2nd(4/5) 3rd(2/4) | Status: --

I'd be good with another recruitment. Unfortunately my current list of Starfinder players are pretty tapped out/busy/involved in a lot of games.

A little bit of a shame that we're Ship-of-Theseus-ing this jumbo adventure, but maybe someone out there will be interested in jumping in pretty late.

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