| Game Master S |
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Rattus Solo
|
”Very nice to meet you Rattus. I’m afraid that I haven’t seen a brown slug. Should I be worried? At least they don’t move very fast.”
"Yeah he's kind of slow.." Rattus pauses...."We have some unfinished business. Let's leave it at that!" He smiles. "So where do you think we'd headed this time?"
| Game Master S |
Several technicians hustle between rows of starships in the Lorespire Complex’s hangar bay, making final modifications to the crafts as several begin powering up their engines. They diligently circumvent a group of Starfinders huddled around Venture-Captain Naiaj, a bleachling gnome who speaks with a quick and commanding voice. “Time is of the essence, so I must be brief. Refugees from a lunar base in the Vast called Peak of Evening contacted us requesting information about a strange, crewless starship docking there. The ship’s description matches that of the King Xeros, an ether ship supposedly built by the Azlanti of lost Golarion, according to records preserved from old Pathfinder Chronicles we keep under lock and key. This ship might be our best chance to follow up on the work of ancient Pathfinders—possibly even the fate of Golarion—since the Gap, so the stakes are high.
“Note that I said ‘refugees’: we’re not the only ones interested in the King Xeros. The Azlanti Star Empire wants the ship too, and they got to Peak of Evening first. They violently annexed the station and have been doing godsknow-what with the King Xeros since then, most likely gearing it up for transport back to the Aeon Throne and the Azlanti Star Empire. If the King Xeros reaches the Azlanti’s home system of Aristia, our chance to learn from it will be gone forever. That’s why I’ve been fighting to get this emergency salvage mission sanctioned by the Forum, and I just received clearance this morning. We’re going to sting the Azlanti operation at Peak of Evening, liberate the King Xeros and hopefully acquire some information the Society cares about deeply.
“I’m sure you know that the Star Empire is among the most well-equipped, well-organized, and ruthless organizations in the universe. The only way we pull this off is with teamwork, skill, and more than a little luck. That’s why I’ll be flying out with you and directing the mission from my personal starship. You’ve all been organized into teams to help this mission go smoothly: Scout Team will take a Pegasus and tackle recon and analysis, Shield Team will take a Drake and intercept hostile interference, and Strike Team—that would be you—will take whichever ship you think best to get you on the ground and keep us moving forward. Get whatever you need, then rendezvous by the Master of Stars; we’ll assume formation and launch into the Drift there. I’ll answer additional questions as we board. Let’s move out!”
Accustomed to overly curious agents, Naiaj looks at you for questions, though clearly there isn't time for many.
You may also know a little something about the Azlanti Star Empire. I'll take a culture check. We're off!
Gold-Flecked Black
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| 1 person marked this as a favorite. |
FWIW, Gold-Flecked Black is actually *from* the Azlanti Star Empire, and is looking forward to giving them a headache in this scenario ;-)
Culture: 1d20 + 14 + 4 ⇒ (8) + 14 + 4 = 26.
The Diminutive cuttlefish's telepathic voice settles into listeners' minds like a particularly fiery syrup.
I can certainly say that I am looking forward to giving the Empire a bit of a bloody nose... and subterfuge is my specialty!
| Game Master S |
Gold-Flecked Black speaks with firsthand knowledge.
The Azlanti Star Empire is an aggressive society of humans bent on intergalactic domination. Azlanti soldiers are recognizable via their distinctive gray and green Aeon Guard armor, which completely covers their faces, and their use of equipment that incorporates mystical aeon stones, many of which are Azlanti in origin. The Star Empire conquered and enslaved numerous planets surrounding their home system of Aristia. Many of the subjugated people have no love for the Aeon Throne, and eagerly aid those who fight the Azlanti or offer a way to escape. Some records suggest that the Azlanti actually hail from lost Golarion, although some disaster uprooted them from their ancestral home and relocated them to what would become the seat of their current empire. The King Xeros was supposedly built by Golarion’s ancient Azlanti, although its original purpose remains a mystery.
| Game Master S |
Everyone looks at each other and nods in agreement.
"Glad to see you're all keeping up with intel. Now, which ship hull should I prep for you?" Pegasus or Drake unless someone is using a boon.
| Game Master S |
The team races to board a Drake in the bay. Moments later, you hit the Drift....
| Game Master S |
As the Starfinder force emerges from the Drift, Scout Team races ahead toward a metallic black station built into the surface of a pale pink moon. The other teams orbit the distant periphery until Scout Team’s leader, Amster, speaks over the comms: “We have dense concentrations of Azlanti structures and activity up ahead. I’m getting some heavy energy output from the main construction bay, but it looks like they’ve stationed lots of guards around some kind of greenhouse at the eastern border, even installed new artificial atmosphere throughout the area. Orders, Captain?”
Venture-Captain Naiaj’s voice responds. “Clearly the Azlanti care most about those two locations. I assume they’ve used the construction bay to work on the King Xeros, but I don’t know why the plants seem so important. Regardless, once their surface fighters and defensive cannons are running we’ll be on the clock, so we’ll probably be able to hit only one. Scout Team will screen for bogies while Shield Team and I run anti-air interference. Strike Team, you’re the ones on the ground, so you choose our location and we’ll cover you. Once Scout Team draws the fire, strike with a quick strafing run to take out the Azlanti garrison, then land and find whatever info you can about our target. Look alive, folks!”
Which are you going to target, the construction bay or the greenhouse?
Aldor Cygnaurius
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"The construction bay is obviously a target, but the fact that they have stationed so many guards at the greenhouse makes me think that is actually more important. I know it looks more challenging, but maybe that's the way to go. What do you think, team?"
| Game Master S |
The team heads out in the Drake to strafe the Construction Bay!
Each of you make a single pre-chosen starship combat check according to your role:
Aldor Cygnaurius
|
Are you okay with a Captain's Encourage check to give our pilot a +2 bonus?
Diplomacy vs. DC 15 to Encourage: 1d20 + 10 ⇒ (15) + 10 = 25
You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.
Gletch
|
A bleachling gnome dressed in a stylish suit is part of the crew. He briefly introduced himself as "Professor Thaddeus Glimgletch, but you can call me Gletch," upon his arrival.
He now sits alert at the Science Officer station, working to target the correct location.
Computers to target Construction Bay w/ ship Computers modifier: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Gold-Flecked Black
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Gold-Flecked Black gleefully fires upon the juiciest targets that he can!
Gunner: 1d20 + 13 ⇒ (1) + 13 = 14.
Gunner, Nova Re-roll: 1d20 + 13 + 3 ⇒ (14) + 13 + 3 = 30.
| Game Master S |
I'll allow the Captain's Boost
Science Officer: Gletch locks the weapons on target with surgical precision.
Pilot: Spurred on by Aldor, Ratus expertly flies by on the strafe!
Gunner(s): Gold-Flecked Black digs deep and lets fly with the partical beam. DMG: 8d6 ⇒ (1, 2, 2, 4, 4, 5, 5, 4) = 27 destroying much of the target!
| Game Master S |
You then land adjacent to the bay and deploy in order to look for clues and secure the area.
Strips of blasted slag and warped steel dangle from what remains of this starship-construction facility’s roof. A slurry of oil, coolant, and engine fuel pools in the grooves left by starship weapon impacts, the surrounding debris illuminated by flickering emergency lights and scattered fires. The ground vibrates from the recoil of antiaircraft cannon fire and nearby explosions, the sounds muffled by the hiss of leaking atmosupport pipework, which sprays roiling white mist throughout the site.
From the wreckage you see a squad of Aeon Guards. They're battered and shaken from your attack, but they're far from out of the fight.
And a fight is what they have in mind.
Hostiles: 1d20 + 5 ⇒ (6) + 5 = 11
Aldor: 1d20 + 2 ⇒ (15) + 2 = 17
Gletch: 1d20 + 0 ⇒ (8) + 0 = 8
Gold-Flecked Black: 1d20 + 13 ⇒ (8) + 13 = 21
Rattus: 1d20 + 4 ⇒ (17) + 4 = 21
Shoot. Lost track of time. I've got to go teach. I'll have a status tracker up soon, but you can see who's up from the rolls
| Game Master S |
Round 1
Gold-Flecked Black: Go
Rattus: Go
Aldor: Go
AEON Guard: TBD
Gletch: TBD
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
| Game Master S |
They have cover. The ruins don't block the line, but it does provide cover.
Gold-Flecked Black
|
With a great deal of relish, Gold-Flecked Black unleashes a shot on White!
Trick - 'Take 10' = 33. Flat-Footed for 1 round on a success.
Holy Static Arc Pistol(EAC): 1d20 + 12 ⇒ (15) + 12 = 27, for 1d6 + 3 + 4d8 ⇒ (2) + 3 + (8, 3, 8, 4) = 28 Electricity damage.
| Game Master S |
Ratts and Aldor hustle in for a fight. Lol, just looked up some rules to remember that this is 1e!
Gold-Flecked Black's opening shot is nearly fatal! The aeon guard stumbles. Even the lightest of wounds will likely fell him.
Most of the guard spreads out, with one holding up to toss a grenade: ATK: 1d20 ⇒ 16 landing between Aldor and Rattus and ripping apart: DMG: 2d6 ⇒ (1, 2) = 3 REF DC 16 for half.
Round 1
Gold-Flecked Black: Hit
Rattus: Move
Aldor: Move
AEON Guard: ATK
Gletch: Go
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
Gletch
|
First going to make my two daily paradox rolls.
Paradox 1: 1d20 ⇒ 7
Paradox 2: 1d20 ⇒ 17
Gletch begins tapping on a keypad built into the hip of his cybernetic leg, and circuitry on the leg begins glowing. The light seems to be centralizing in the toes of the cybernetic leg, growing in intensity.
Full action: Cast level 2 summon creature. The creature will manifest at the beginning of my next round.
| Game Master S |
Gletch opts for some magical help and begins the complex spell to summon it.
Round 2
Gold-Flecked Black: Go
Rattus: Go
Aldor: Go
AEON Guard: TBD
Gletch: TBD
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
Gold-Flecked Black
|
Gold-Flecked Black attempts to finish-off White.
Trick - 'Take 10' = 33. Flat-Footed for 1 round on a success.
Holy Static Arc Pistol(EAC): 1d20 + 12 ⇒ (11) + 12 = 23, for 1d6 + 3 + 4d8 ⇒ (6) + 3 + (5, 2, 2, 6) = 24 Electricity damage.
| Game Master S |
Gold-Flecked Black drops one of the guard!
Round 2
Gold-Flecked Black: Kill
Rattus: Go
Aldor: Go
AEON Guard: TBD
Gletch: TBD
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
| Game Master S |
Rattus just barely gets away from the blast, but pulls the trigger too quickly on the counter shot.
Gold-Flecked Black drops one of the guard!
Round 2
Gold-Flecked Black: Kill
Rattus (SP: 55/56): Miss
Aldor: REF + Go
AEON Guard: TBD
Gletch: TBD
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
| Game Master S |
Aldor twists away from the blast, but it affects his aim as he just barely misses!
Two guard triangulate on Aldor with assault rifles:
Blue: 1d20 + 11 ⇒ (5) + 11 = 16 MISS
Black: 1d20 + 11 ⇒ (12) + 11 = 23 for Piercing: 1d8 + 3 ⇒ (7) + 3 = 10
Around the other side the third targets Gletch
Red: 1d20 + 11 ⇒ (19) + 11 = 30 for Piercing: 1d8 + 3 ⇒ (5) + 3 = 8
Round 2
Gold-Flecked Black: Kill
Rattus (SP: 55/56): Miss
Aldor (SP: 29/40): Miss
AEON Guard: ATK
Gletch (SP: 21/29): Go
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
Gletch
|
+11 ... yikes. Not sure exactly which squares you're classifying as "watery" but did Red not have to fire through squares that provide concealment?
Gletch's desperate hope that standing in the back while the others ran up he might be avoided being targeted was clearly a pipe dream ... as he learns when he is shot, causing the air elemental coalescing in front of him to rapidly dissipate.
Always forget there's no concentration check in SF1.
Seeing the one who shot him, Gletch instead channels his full power into a magic missile barrage at red.
Magic missile damage on Red: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9
| Game Master S |
Good point Gletch! Concealment: 1d100 ⇒ 44. Still a hit, but an excellent point. I also missed that they have a -1 to their attacks since you practically blew them up with the strafe.
Gletch's spell cuts right through and slams the aeon guard with a trio of missiles.
Round 3
Gold-Flecked Black: Go
Rattus (SP: 55/56): Go
Aldor (SP: 29/40): Go
AEON Guard: TBD
Gletch (SP: 21/29): TBD
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
Gold-Flecked Black
|
This is for my planet!
Gold-Flecked Black turns his attention to Black!
Trick - 'Take 10' = 33. Flat-Footed for 1 round on a success.
Holy Static Arc Pistol(EAC): 1d20 + 12 ⇒ (20) + 12 = 32, for 1d6 + 3 + 4d8 ⇒ (3) + 3 + (7, 1, 1, 4) = 19 Electricity damage.
Extra Crit damage: 1d6 + 3 + 4d8 ⇒ (1) + 3 + (7, 8, 4, 7) = 30.
| Game Master S |
Suddenly the air smells of ozone and burning flesh as Gold-Flecked Black fries one of the guard
Round 3
Gold-Flecked Black: Crit kill!
Rattus (SP: 55/56): Go
Aldor (SP: 29/40): Go
AEON Guard: TBD
Gletch (SP: 21/29): TBD
TACTICAL MAP
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
| Game Master S |
Adding a marker to indicate concealment haze.
Rattus aims and hits the guard. He's clearly wounded, but not out of the fight yet.
Round 3
Gold-Flecked Black: Crit kill!
Rattus (SP: 55/56): Hit
Aldor (SP: 29/40): Go
AEON Guard: TBD
Gletch (SP: 21/29): TBD
TACTICAL MAP
Party Conditions: -
Terrain Conditions: the haze on the watery squares is thick enough to provide concealment
Enemy Conditions:
Aldor Cygnaurius
|
Aldor uses a clever attack to fire at blue!
Bluff Check vs. 15 + 1.5 x Creature's CR: 1d20 + 13 + 1d6 ⇒ (15) + 13 + (1) = 29
Clever Attack: Even if the Bluff check fails, the enemy is still flat footed to Aldor's attack. However, if it does succeed, it is also flat footed to his allies' attack.
Azimuth Laser Rifle: 1d20 + 5 ⇒ (16) + 5 = 21
Fire Damage: 1d8 + 5 ⇒ (7) + 5 = 12