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It was fast, but fun! We had to cut things a little short due to discovering a NASCAR race was going to happen in the city on the last day so we just hung out at the timeshare condo on the last day. Which turned out to be for the best, since the rain threw things into such chaos they postponed it. And then the day we left they got nine inches of rain in some parts of the city!

Uchurtai |
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I’m finishing up my last few days of my summer job and getting packed and ready to make the long drive home to California. I might be able to get a post up in the next few days, but Tuesday or Wednesday is most likely.

Zetara |

I'm going to be at my company's big IT Conference next week, so just heads up I probably won't be able to post regularly again until the 11th.

Supersuperlative |

Awesome! Thanks for the info.
Anyone have any ideas?
GMQ, how much leeway do we have with the preps? Is it just the engineering scrap into traps/locking/sealing doors?
What I am wondering is if those of us not so technically inclined could spend the prep time grabbing desks, benches, and other furniture and using it to create barricades and/or obstacles to block/hinder access to certain corridors?
I was thinking we could try to funnel them in particular direction/s by strategic blocking and traps, with scouts posted at certain points to set off the alert of a breach while being able to add support to an ambush site.
Perhaps either trying to block the middle and funnel them around the top/bottom corridors with clear visibility, or the other way, blocking off the top/bottom and funnel them through the middle, but with clear sight on the barricades should they try to breach that way, and still able to support to the middle.
I hope that makes sense.

Gath of Akiton |

I really like the idea of using the gun trap against them. Gath could support it from the middle aisle, then retreat to the reactor room. That protrusion
I like funneling them up the middle. I put two blue boxes where I'd suggest we barricade corridors. We force them to come straight down the corridor to us.
Other ideas?

GM Quirk |

Awesome! Thanks for the info.
Anyone have any ideas?
GMQ, how much leeway do we have with the preps? Is it just the engineering scrap into traps/locking/sealing doors?
What I am wondering is if those of us not so technically inclined could spend the prep time grabbing desks, benches, and other furniture and using it to create barricades and/or obstacles to block/hinder access to certain corridors?
I'm inclined to allow for creative solutions. I might still ask for SOME sort of roll--even a strength test to move and stack furniture, lab equipment, etc.

GM Quirk |

The small red "plus" sign near the entrance is where the gun trap is. This is basically the east side of the map.
The durability of the traps varies. Expect them to work well early in this situation. They'll become less reliable later. Expect to fight at some point.
I think you're all looking at the things here. Get the gun trap going again, set up some barricades, possibly have some stealthy characters scout.
You'll want to think about where your "HQ" will be in the crashed ship. The lab you just fought in? Or somewhere nearby?

Zetara |

Could, but if there are two ways out, there are two ways in and we could get surrounded. I guess it depends on whether we are trying to drive them away, or we think they are an overwhelming force and we are planning on trying to flee.

therealthom |

It's a little meta, but GMQ mentioned they'd be c0ming in waves. In-game we know there's likely a lot of gang members. Either way Odds are if we base anywhere inside the wreck, we'd have to fight our way out. I thinknk the only viable strategy with a retreat option is to hide outside and try to trap them inside the wreck. That's why I like the Power room. There's only one way for them to get at us

Zetara |

Placed the barricades, but happy to be overruled if anyone else has other ideas. Significantly, are the north and south doors on the map operable? If this is only the first area of the ship and we haven't explored it all, then we should block the front and those two exits , but if this is all there is, then we should probably block the front and the approaches to our position so that we can't get ambushed coming out of the room and have space for good shots at anyone approaching.

therealthom |

I like the current barricade positions, we can post a few shooters where I've stationed Gath to support the gun trap. Then retreat a little, let Uchurtai or Locket pin them where I've positioned Uchurtai while we snipe from the side corridors. Then retreat again to the power room.
Just my ideas. Gath will do what you tell him, or a reasonable facsimile thereof.

Supersuperlative |

Great planning, everyone!
I like the strategy, but wonder if we could maximise it by forcing them to use longer corridors (ie greater line of sight/forcing them to use more actions to move/under ranged attack for longer, etc).
It may also allow us to see them for longer as we fall back, allowing team mates to cover retreat, etc. I feel as though they'll be upon us quickly through the twisty middle section?
I've put some green marks where I was thinking, with the 4th in the centre where Uchurtai is.
Of course, we know they'll be coming in waves, so maybe it won't make much difference...
Otherwise, happy to go with the consensus!

Zetara |
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I feel like the first one of your green circle barriers would allow them to go around the main gun trap to a certain extent rather than having to go through it. That's why I put the first two up front, but if you guys don't think that it will lessen the impact of that trap, okay with moving them.
The other ones might slow them down, yes, but if we moved the barriers away from the lab door, it would also allow them to surprise us because they could pop around the corner without us seeing them coming as much. I put the last two where they are so that we would have a kill corridor as they come towards the lab. Again though, if that isn't our priority, fine with moving them... and, that arrangement works only if those North and South doors are inoperable or not their goal though, which I don't think we know yet (but I could have missed it). If they work, then all bets are off because they could go anywhere else in the ship and loot anything that we haven't seen yet, so if those are operable, then I think we should barricade the doors to other levels instead.

GM Quirk |

Placed the barricades, but happy to be overruled if anyone else has other ideas. Significantly, are the north and south doors on the map operable? If this is only the first area of the ship and we haven't explored it all, then we should block the front and those two exits , but if this is all there is, then we should probably block the front and the approaches to our position so that we can't get ambushed coming out of the room and have space for good shots at anyone approaching.
No, those north and south doors you see at the edge of the map are not operable. They are blocked by rock and wreckage just outside the ship. The only way in is the way you came in.

Zetara |

No, those north and south doors you see at the edge of the map are not operable. They are blocked by rock and wreckage just outside the ship. The only way in is the way you came in.
Okay, perfect, then I think we are ready.

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If anyone wants somethin' to watch/listen to while we wait, the folks over at Narrative Declaration are playing Junker's Delight, GMed by Starfinder's Acting Creative Director Thurston Hillman himself! I don't think you'll have to worry about SPOILERS! since we're near the end of the module ourselves, and the Narrative Declaration crew are HILARIOUS!

Zetara |

No worries. Glad your dad is doing better.

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Happy Reunion to all my fellow Akitonians and Happy Fifthday to everyone else! Hope you have yourselves a Thanksgiving dinner that couldn't be beat!