Kōlēfō |
The skittermander suggests they name their vessel the Atropos of Nothing.
Now out on the open water... dirt... whatever, Kōlēfō sets his mind to the task of using air to move a ship, rather than the more sensible thrusters that a starship has.
Piloting: 1d20 + 23 - 4 ⇒ (10) + 23 - 4 = 29 (aid checks not included)
Chorizal |
"Must be like the ailerons of a starship in atmosphere, right?" Chorizal suggests and starts making adjustments to Chorizal's Chopper..
Piloting: 1d20 + 17 ⇒ (9) + 17 = 26
William Thomas Riker |
Relying upon his internal computer, Will calculates the optimal course for the craft.
Since I have Skill Mastery in Computers, I 'Take 10' for a total of 33.
DM Kludde |
Kolefo find that piloting a boat in the sand is not that easy, especially not when there are competitors coming in left and right. He barely avoids the Golden Ratio, but when Chorizal comes in with help he manages to get the upper hand. Some course corrections from Will really help, and Maxamas points out that some of the competitors are falling behind.
As the Atropos of Nothing/Chorizal's Chopper pulls ahead, the crew of the Raycatcher is making good time, and they’re trying a sneaky maneuver, an attempt to head off the crew and cut them off. Skill is needed to stay ahead and avoid a collision!
Primary: Piloting
- [Harder] Bluff, Diplomacy, or Intimidation check to engage the
Raycatcher’s crew
- [Easier] Engineering check to kick the engine into overdrive
—(round 3)—
Victory Points: 2 (+4 to be awarded at end of day)
---
Kolefo
Will
Chorizal
Maxamas
---
William Thomas Riker |
Will tinkers with the engine, attempting to eke every drop of power out of it that he can...
Engineering: 1d20 + 21 ⇒ (20) + 21 = 41.
...apparently coming close to breaking the laws of physics.
Kōlēfō |
"Maaaaaxiiiiiimuuuuuum speeeeeeeeeeeeeed!"
Piloting: 1d20 + 23 - 4 ⇒ (4) + 23 - 4 = 23 (aid checks not included)
"I said, 'Maaaaaxiiiiiimuuuuuum speeeeeeeeeeeeeed!'"
Piloting, Promotional Reroll, 2 Novas: 1d20 + 23 - 4 + 2 ⇒ (14) + 23 - 4 + 2 = 35 (aid checks not included)
Chorizal |
With the others crowding around the engine, Chorizal goes to the side of the yacht and stands with his arms crossed over his chest.
He glares at the incoming boat, his only motion his tail twitching rapidly and erratically.
Intimidate: 1d20 + 12 ⇒ (11) + 12 = 23
DM Kludde |
The group is really getting the hang of this 'fast sailing' thing, with Kolefo just zipping straight ahead. Chorizal is knocked back into his seat as Will and Maxamas put the engine into red-hot overdrive, causing the hull to strain under the pressure.
The gnolls can do nothing but howl and jeer at the Starfinder as it makes good speed.
At this point, the pilot just needs to hold the helm steady, while the others can work on structural and magical enhancements.
No check needed from the pilot (sorry). Engineering, Mysticism, Sleight of Hand, or appropriate Profession check for all other players
—(round 4)—
Victory Points: 3 (+4 to be awarded at end of day)
---
Kolefo
Will
Chorizal
Maxamas
---
Kōlēfō |
1 person marked this as a favorite. |
"Maaaaaxiiiiiimuuuuuum staaaaaabiiiiiiiliiiiityyyyy!" just doesn't have the same ring to it.
Chorizal |
Chorizal gives another scowl from the deck, this time toward the engineers on his own ship.
But, it's hard to complain too much about his ship overperforming. While they continue working on the engine, he goes around to the hull and rigging to tighten things up.
Engineering: 1d20 + 12 ⇒ (20) + 12 = 32
DM Kludde |
While Kolefo keeps the boat steady, Will, Maxamas and Chorizal do their best to create the best upgrades the starfinders are known for, quickly turning an average vessel into one of the most tune-up boats ever seen.
The harbor is already a distant speck on the horizon as the sun rises higher in the sky. From here on out, the race slowly starts turning into a long-haul navigation thing.
Primary: Piloting
Other checks:
- [Hardest] Acrobatics, Athletics, Piloting, or Sleight of Hand check to work the rigging,
- [Easier] Computers check to run calculations on the limited onboard navigation computer,
- [Easiest] Physical Science or Survival check to predict weather patterns
—(round 5)—
Victory Points: 6 (+4 to be awarded at end of day)
---
Kolefo
Will
Chorizal
Maxamas
---
William Thomas Riker |
Plugging himself directly into the navigational computer, Will runs a series of rapid calculations.
Since I have Skill Mastery in Computers, I 'Take 10' for a total of 33.
Kōlēfō |
"Let's see what all these mods can do!"
Piloting: 1d20 + 23 - 4 ⇒ (11) + 23 - 4 = 30 (aid checks not included)
Chorizal |
As the first hustle and bustle fades and turns into a simple drag race, Chorizal eyes their competitors eating their silt then looks up at the rigging, shading his eyes from the sun.
He gives a grunt as he spots a change to be made then climbs up and begins manhandling spars and wires around.
Athletics: 1d20 + 14 ⇒ (13) + 14 = 27
DM Kludde |
William runs the numbers while Chorizal works hard on the sails, keeping them at perfect tension. Kolefo steers through the silty waves with near perfection, not even allowing a slight wobble at the boat hits the wide open sea.
Zwarna is still in hot pursuit, and xe has a trick up her sleeve. A sudden pull alerts the group to her chasing presence, as she casts a gravity well, which pulls back the Tomcat! The ship is knocked off-course, sending a shock over the deck (DC 20 Reflex save or be knocked prone)
The Tomcat’s light sail winks out, and Zwarna quickly surges past the Starfinder vessel. Solardarity is also about to pass up, but instead Amek Na commands the vessel to come alongside the Atropos, as he says Need some help there? I saw what happened, that’s not very sportsmanlike. Let’s get you back up to speed
Consequences: 1d4 ⇒ 2 Divided by two for Amek help, so 1
---
Victory points: 8
Standing at Day 1, noon:
1. Flyting Jenny (Mimli)
2. Golden Ratio (Zwarna)
3. Atropos of Nothing/Chorizal's Chopper (Starfinders)
3. Solardarity (Amek Na)
5. Dust Monster (Goblins)
6. Raycatcher (Gnolls)
7. Going my way (Lashunta students)
---
DM Kludde |
At this point, the race become one of endurance and navigational skill. The race goes on day and night, so some shift work might be needed.
I need a piloting skill and navigation skill every 8 hours.
Any PC who participates in piloting, navigating, or aiding another is assumed to be actively crewing the ship during those 8 hours. All others are resting, even if they’re performing auxiliary duties such as preparing food or keeping lookout. Resting players can gain the benefits
of an 8-hour rest but should otherwise be “awake” and alert for the events and encounters. If any PC participates in more than 2 consecutive 8-hour shifts, whether as a pilot, navigator, or aid, they take the effects of an 8-hour forced march
Who will take the first shift?
Victory points: 8
---(Day 1: Noon to 8pm)---
Pilot:
Navigation:
---(Day 1: 8pm to 4am)---
Pilot:
Navigation:
---
Kōlēfō |
Kōlēfō will pilot first shift, then offer the wheel to Riker so he can sleep.
Piloting: 1d20 + 23 - 4 ⇒ (20) + 23 - 4 = 39
He really appreciates the coffee gland he had installed. Or just has the hyperactivity of a skittermander. Either one.
Chorizal |
"I guess that leaves the two of us," Chorizal says to Riker.
He's probably a better pilot than navigator but at least there'll be a second person awake to deal with trouble when it comes.
What skills can be used for navigating?
DM Kludde |
What skills can be used for navigating?
Survival, unless you have an appropriate Profession
William Thomas Riker |
If it helps, I have a Restless Pineal Gland installed, which amongst other things, means Will only needs 2 hours sleep.
@Chorizal: Actually, Chorizal and Maxamas are our best Navigators, since Kōlēfō and I are not trained in Survival...
Will smiles and nods at Chorizal.
"Let's show those cheaters how *real* sportspeople act!"
He then takes the helm for the second shift.
Piloting: 1d20 + 22 ⇒ (15) + 22 = 37.
Chorizal |
"Yeah! Real sportspeople," Chorizal agrees.
He waits until he's out of earshot before muttering. "I just wish I would have thought of cheating first."
Too late now, though so he does his best to read the silt both for dangers and for the fastest path.
Survival: 1d20 + 10 ⇒ (19) + 10 = 29
DM Kludde |
I need a survival check from Maxamas to navigate
---(Day 1: Noon to 8pm)---
Pilot: Kolefo (39)
Navigation: Chorizal (29)
---(Day 1: 8pm to 4am)---
Pilot: Will (37)
Navigation: Maxamas
---
VP: 11 (+1 check pending)
---
===
The group spends a good first day zipping the ship along on the waves of the silt sea, making every turn right, and keeping the wind in the sails. As the sun sets, the glowing lightsail starts discharging, and barely visible yellow specks can be seen behind the Starfinder group. Mimli still seems to be well ahead of the team, and there is no sign of Zwarna, but the Atropos of Nothing/Chorizal's Chopper has pulled well ahead of the Solardarity.
The ship comes upon a series of rocky island, requiring a bit more navigational steering skill. Moving through them is going well, until the vessel is shaken up by a loud ‘BONK’ sound.
Maxamas: 1d20 + 9 ⇒ (16) + 9 = 25
Kōlēfō: 1d20 + 10 ⇒ (3) + 10 = 13
Chorizal: 1d20 + 6 ⇒ (17) + 6 = 23
Will Riker: 1d20 + 13 ⇒ (12) + 13 = 25
Dust mantas: 1d20 + 5 ⇒ (19) + 5 = 24
The ship did not hit a rock. Instead, the traces of three manta-like creatures are plowing the sand, attacking the intruders.
---(Round 1)---
Maxamas
Will
--
Manta
Manta
Manta
---
Chorizal
Kolefo
---
William Thomas Riker |
Life Science (to ID the mantas): 1d20 + 18 ⇒ (1) + 18 = 19.
Will frowns.
"Great. Just what we needed."
Keeping one hand on the wheel, he tries to 'gently discourage' a manta by firing radioactive material into it.
Trick - automatically gets a 37 due to Mastery. I elect to make it flat-footed.
Ghostkiller Electromagnetic Radshot (Sniper Scope): 1d20 + 15 ⇒ (5) + 15 = 20, for 2d4 + 5 + 4d8 ⇒ (2, 1) + 5 + (4, 3, 5, 8) = 28 Fire damage.
DM Kludde |
Will is always ready. He identifies the creatures as Dust Mantas, the natural predators of the Silt Sea (They've got a tough hide that protect them from kinetic damage gives them resistance to fire) and responds to dangerous fauna in the way that every good technology apt person responds: by raining down nuclear death on it.
---(Round 1)---
Maxamas
Will
--
Manta - Blue (23)
Manta - Red
Manta - Orange
---
Chorizal
Kolefo
---
DM Kludde |
Can somebody post an action for Maxamas?
William Thomas Riker |
Botting Maxamas:
Maxamas takes a shot at Blue, too.
Trick - 31.
Advanced Semi-Auto Pistol: 1d20 + 13 ⇒ (10) + 13 = 23, for 2d6 + 4 + 5d8 ⇒ (6, 3) + 4 + (4, 8, 5, 1, 4) = 35 Piercing damage.
Since I made it flat-footed, I guess he will make it off-target?
DM Kludde |
Maxamas fires a round into the manta, slightly disorienting it.
The manta responds by spitting a spray of sand onto the deck. The salty, gritty stuff get everywhere, and it's not a pleasant experience
Vs Maxamas, Will, Chorizal: DC 14 Reflex or be blinded for a round
One of the mantas rams the boat, causing the tiniest of cracks in the hull
Ram: 1d20 + 17 ⇒ (10) + 17 = 271d8 + 9 ⇒ (2) + 9 = 11
The last manta lashes out with its stinger, and tries to skewer Kolefo
Stinger, Kolefo: 1d20 + 17 ⇒ (7) + 17 = 241d8 + 9 ⇒ (1) + 9 = 10 Plus DC 14 Fort save vs poison
---(Round 1)---
Chorizal
Kolefo
---(Round 2)---
Maxamas
Will
--
Boat (1)
Manta - Blue (53, FF/OT)
Manta - Red
Manta - Orange
---
Kōlēfō |
Kōlēfō is not going to let the other operatives show him up. He tumbles away from the orange-skinned creature, picks a weapon that doesn't do damage he expects to be ineffective, and takes a shot.
Mobility, in case he draws an AoO.
Trick Attack ≤ CR: 10 + 21 + 4 - 20 = 15 plus debilitating trick (flat-footed)
Ranged Attack: 1d20 + 15 ⇒ (10) + 15 = 25
> Acid Damage: 3d4 + 5 ⇒ (3, 4, 1) + 5 = 13
Trick Damage: 4d8 ⇒ (5, 7, 7, 1) = 20
William Thomas Riker |
Reflex: 1d20 + 13 ⇒ (2) + 13 = 15.
Letting out a curse as he barely manages to dodge the glutinous sand, Will takes another shot at Blue, trying one of his *other* weapons.
Trick - automatically gets a 37 due to Mastery. I elect to make it flat-footed.
Wounding Aquatic Minor Disruption Pistol (Sniper Scope): 1d20 + 15 ⇒ (5) + 15 = 20, for 2d6 + 5 + 4d8 ⇒ (6, 5) + 5 + (1, 2, 3, 7) = 29 Sonic damage.
DM Kludde |
Turns out I misread boat dimensions, so I've adjusted and you guys have a bit more space to move around.
Kolefo hits the manta from a strange angle, while William hits a manta so badly that it looks like it is about to turn its stinger tail and run.
---(Round 1)---
Chorizal
Kolefo
---(Round 2)---
Maxamas
Will
--
Boat (1)
Manta - Blue (82, FF, fleeing)
Manta - Red
Manta - Orange (33, FF)
---
Maxamas Maxamas |
Sorry about that, Halloween stuff going on, post coming in a minute.
reflex: 1d20 + 12 ⇒ (3) + 12 = 15 I'm safe
trick attack orange: 21 + 10 = 31 extra dmg: 5d8 ⇒ (5, 4, 3, 6, 4) = 22 and flat footed
hit vs kac: 1d20 + 13 ⇒ (10) + 13 = 23 dmg: 2d6 + 4 ⇒ (5, 3) + 4 = 12 piercing.
DM Kludde |
Maxamas deals a sneaky hit on the orange manta, while the blue manta has had enough and dives underwater, not to return.
The remaining two mantas start clobbering up the boat, which starts to strain a bit under the assault.
vs Boat: 1d20 + 17 ⇒ (3) + 17 = 201d8 + 9 ⇒ (7) + 9 = 16
vs Boat: 1d20 + 17 ⇒ (1) + 17 = 181d8 + 9 ⇒ (7) + 9 = 16
---(Round 2)---
Chorizal
Kolefo
---(Round 3)---
Maxamas
Will
--
Boat (7)
Manta - Blue (GONE)
Manta - Red
Manta - Orange (62, FF)
---
William Thomas Riker |
"Damn it!"
Will frantically tries to injure Orange enough that it breaks off its pursuit.
Trick - automatically gets a 37 due to Mastery. I elect to make it flat-footed.
Wounding Aquatic Minor Disruption Pistol (Sniper Scope): 1d20 + 15 ⇒ (9) + 15 = 24, for 2d6 + 5 + 4d8 ⇒ (2, 3) + 5 + (5, 7, 4, 4) = 30 Sonic damage.
Kōlēfō |
We have three operatives, so please everyone check what debuffs are being applied. No need to make anything triple-flat-footed.
Chorizal |
While Chorizal is quite fast, he's not always very quick, so one of the dust mantas is already gone by the time he realizes they're in a fight.
Ready to make up for lost time, he goes to the gunwale, drawing his dragonglaive (and x-gen gun...somehow, he's strapped them together.)
When he gets close to the beasts, he takes a swing at both.
Basic Dragonglaive vs. Orange: 1d20 + 13 ⇒ (14) + 13 = 27
Slashing and Electricity Damage: 1d8 + 14 ⇒ (4) + 14 = 18
If the first hits:
Basic Dragonglaive vs Red: 1d20 + 13 ⇒ (20) + 13 = 33
Slashing and Electricity Damage: 1d8 + 14 ⇒ (1) + 14 = 15
Crit Damage: 1d8 + 14 ⇒ (8) + 14 = 22
I've got the Cleave and Defensive Striker feats (so my AC doesn't go down) and the Spinning Cleave feat boost so I don't have to hit targets that are adjacent to each other and the Dragonglaive has reach.
DM Kludde |
Will is about to aim for the wounded manta, when Chorizal swoops in rapidly hits both of the creatures. The shot that Will adds then sends the manta to Davy Jones' locker, while Chorizal also manages to severely wound the last one.
With death all around it, the last manta flees before it is killed.
Combat over!
With the temporary distraction gone, the ship is free to resume its course....
Going to need Piloting and Survival checks for your shifts
---(Day 1: 4am to noon)---
Pilot:
Navigation:
---(Day 2: noon to 8pm)---
Pilot:
Navigation:
---
Kōlēfō |
Kōlēfō takes the helm from Riker for the morning shift.
Piloting: 1d20 + 23 - 4 ⇒ (15) + 23 - 4 = 34
Chorizal |
"Well...that was exciting...sort of," Chorizal says, always pleased with a fight that he wins.
"Glad they didn't damage the ship more...does anyone know if you can swim in silt? Or walk on it?"
With those thoughts in mind, the sea of dust surrounding them suddenly seems a lot more ominous.
Survival: 1d20 + 10 ⇒ (5) + 10 = 15
William Thomas Riker |
"No idea, but I can fly; what about you?"
Will then settles down to try and pilot the slightly damaged vessel.
Piloting: 1d20 + 22 - 4 ⇒ (10) + 22 - 4 = 28.
DM Kludde |
Should any land-based creature attempt to step into the open silt without a flotation aid, they immediately sink up to their waist. Each round thereafter, the creature must succeed at a DC 20 Athletics check to Swim or be pulled one stage further under by the shifting tides; a creature submerged up to its waist sinks down to neck-level, while a creature submerged up to its neck is pulled under and must hold its breath or begin suffocating.
Worse, the heavy silt applies more pressure than water, halving the number of rounds the creature can hold its breath and applying a –2 circumstance penalty to their Constitution checks to continue holding it thereafter. Creatures with a swim speed count the silt as difficult terrain. Creatures without a swim speed can move no more than 5 feet per round.
The pilots seems to be getting the hang of flowing through the silt, though Chorizal looks to be a bit confused about the maps.
---
VP: 13
---(Day 1: 4am to noon)---
Pilot: Success
Navigation: Fail
---(Day 2: noon to 8pm)---
Pilot: Success
Navigation: Maxamas (I need two survival rolls, please)
---
DM Kludde |
Maxamas has some excellent orienteering skills, and put the Atropos/Chopper in a good position to gain the lead of the race
---
VP: 15
---(Day 1: 4am to noon)---
Pilot: Success
Navigation: Fail
---(Day 2: noon to 8pm)---
Pilot: Success
Navigation: Success
---
The sun starts to set and casts a golden glow over the silt. In the distance, once of the competitors can be spotted, about half a mile away, clearly visible as the Solardarity. The sight is marvellous in the current calm circumstances, until suddenly, unexpectedly, the vessel drops out of sight with a sound like a distant, muffled explosion.
The unpredictable shifting sand-tides of the Dustwarren have opened a sinkhole in the lower depths of the silt, forming a massive sand whirlpool. Even worse, it looks like the Solardarity is caught in it, and pulled it too far to escape on its own.
It's straightforward to reach the edge of the vortex from here, should you want to help.
Kōlēfō |
Seeing the ship in danger, the skittermander yells to Will, who still has the conn, "Look! They're in danger! Hard to [that direction]!"
DM Kludde |
Kolefo steers the ship closer to the vortex, and the rumbling of silt into a massive whirlpool makes it hard to communicate. The Solardarity looks to be halfway down already, and will no doubt be swallowed if you don't act soon.
Each of you can roll three skill checks that describe how you go about saving the Solardarity. You can use any skill, but you have to describe how that skill helps saving the crew and ship.
William Thomas Riker |
Will runs some calculations to determine the most efficient way to aid the other vessel...
Computers 'Take 10' due to Mastery = 33.
...flies some ropes over to the other vessel...
Acrobatics: 1d20 + 22 ⇒ (6) + 22 = 28.
...and then guns the engines into overdrive, to make the party's ship act as a modified tug-boat!
Engineering: 1d20 + 21 ⇒ (6) + 21 = 27.