Inevitable

GM 8574 - SFS's page

282 posts. Alias of Jason Lillis.


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Aleon Hunter wrote:
Ah, where's the link to the new one? still seeing the old one

This is it! Or at least, that should be it, right? Let me know if not - we'll get it.


GM 8574 - SFS wrote:
DoubleGold wrote:
You forgot to sign-off on alien archive when you handed back the boon of mine
Hmm, I remembered, looks like it just didn't upload correctly. Let me see...

Fixed!


DoubleGold wrote:
You forgot to sign-off on alien archive when you handed back the boon of mine

Hmm, I remembered, looks like it just didn't upload correctly. Let me see...


All chronicle sheets will be available here.

Thanks, all!


Chronicle sheets are downloadable here!

Thanks, all!


Rez (Courier): 1d20 + 6 ⇒ (8) + 6 = 14


Vrog Skyreaver wrote:
Okay, no worries. I didn't want to interrupt the game.

Also, could you send me your SFS number for recording? Thanks!


Hey, all - sorry again for the delay on these forms. I meant to grab your SFS info for reporting purposes. Send your organized play number to me, like Keskodai and Altronus, and let me know if you want to make a day job roll for additional credits.

Altronus, I will be happy to include that Alien Archive info with your chronicle sheet, and for anyone else who requests it.

Thanks!


Hey, all - sorry again for the long delay on these forms. I meant to grab your SFS info for reporting purposes. Send the following to me, and let me know if you want to make a day job roll for additional credits.

1) Player Name
2) Character Name
3) Organized Play Number
4) Faction you want to gain reputation with
5) Day Job (optional)

Thanks!


Altronus, I'm going to adjust your action in name only - that you fired both turret weapons instead of one turret and one firing arc.
Rolls and damage are the same.

The Lawblight can't get a lock on you from their turret, and you're out of their firing arcs. However, Altronus is perfectly on point with his turret firing, and both a missile and the coilgun slam home through the depleted shields of the pirate vessel, disabling your enemy!

It sits there, listing in space, a scourge of the Vast. Venture Captain Arvin left no instructions on dealing with this threat. What do you do? Do you board the ship? Do you destroy them? Or do you just go home, and leave them to the hand of fate? The rest is up to you!

Congratulations! You've completed "Into the Unknown!" The quest assumes that you leave them there, but if you are interested in continuing the adventure, I am willing to help create some content from scratch, if needed. Otherwise, I'm going to take a break from Starfinder Society until after the new year, at least. Let me know what you think! I'll get chronicle sheets together for all of you tomorrow, and we'll talk about what happens next in your story.


Vrog Skyreaver wrote:
Just wanted to drop a quick reminder that I need to get a cert for the first part. Cheers!

Hey, Vrog! My apologies - thanks for checking in. I'll try to get that together tonight or tomorrow morning.


Everyone seems to be a fair bit battered and battle weary at this point, and nothing goes according to plan but the maneuvers of the pilots for each ship. Weapon attacks go wide, spraying coilgun ammunition into the surrounding asteroid field and kicking up new little clouds of debris with each impact.

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 21/70
Fore Shields: 0/15
Port Shields: 0/5
Starb. Shields: 2/5
Aft Shields: 3/5
Damaged systems: Engine (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Rez's Piloting Check: 1d20 + 9 ⇒ (16) + 9 = 25

Lawblight Ship Checks(Round 6):

Engineering
Lawblight Check (Patch: Engine): 1d20 + 8 ⇒ (6) + 8 = 14
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (6) + 9 = 15
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (9) + 8 = 17
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (6) + 8 = 14
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (14) + 8 = 22
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (1) + 8 = 9
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 4, 4, 1) = 13
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 8, 5, 3, 1) = 24
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 4) = 8
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 2, 3, 3) = 11

The Lawblight attempts to evasively maneuver to avoid your fire while getting a better firing solution, and manages to pull off some complicated maneuvers when they reposition!

Rez, your turn to move, and everyone is up!


Captain Assist: 1d20 + 4 ⇒ (10) + 4 = 14 - Success!

1d100 ⇒ 76

Rez deftly pilots the Odyssey through the black, bringing her alongside the pirates and avoiding their forward firing arc - and their turreted coilgun's fire - with ease! Though Keskodai isn't able to balance the shields, Obozaya barks a helpful word to Altronus, who lands a solid hit on the Lawblight with your turreted coilgun. The hit blows through the port shields of your enemies, and further damages their hull - critically affecting one of their systems!

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 21/70
Fore Shields: 0/15
Port Shields: 0/5
Starb. Shields: 2/5
Aft Shields: 3/5
Damaged systems: Engine (Malfunctioning)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Rez's Piloting Check: 1d20 + 9 ⇒ (3) + 9 = 12

Lawblight Ship Checks(Round 9):

Engineering
Lawblight Check (Patch: Engine): 1d20 + 8 ⇒ (13) + 8 = 21
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (3) + 8 = 11
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (1) + 8 = 9
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (2) + 8 = 10
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (1) + 8 = 9
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 3, 3, 2) = 12
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 5, 3, 5, 5) = 25
If a hit via aft arc: Light Laser: 2d4 ⇒ (2, 3) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (2, 1, 4, 1) = 8

Remember to use the updated DCs, listed in the Discussion thread!

The Lawblight comes about, hoping that your ship will have to come in front of its forward firing arc!


Thanks for sharing! Let’s go ahead and finish the combat with these updated DCs. Please make sure to post the DCs you are rolling against, to help me keep track, but mostly it’ll be vs. DC 16 or 21.


Unfortunately, Keskodai punches in the wrong combination of controls, and isn't able to get the shields balanced appropriately.

Altronus is able to lock on with the Turret, peppering the pirate ship's shields and the front of their hull!

The pirates return fire, but their attack goes wide and slams into the asteroid behind you!

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 31/70
Fore Shields: 0/15
Port Shields: 2/5
Starb. Shields: 2/5
Aft Shields: 3/5
Damaged systems: Engine (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (1) + 9 = 10
Rez's Piloting Check: 1d20 + 9 ⇒ (6) + 9 = 15

Lawblight Ship Checks(Round 8):

Engineering
Lawblight Check (Divert: Shields): 1d20 + 8 ⇒ (2) + 8 = 10
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (13) + 9 = 22
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (17) + 8 = 25
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (16) + 8 = 24
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
If a hit via front arc: Coilgun: 4d4 ⇒ (1, 1, 1, 4) = 7
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (2, 3, 6, 1, 7) = 19
If a hit via aft arc: Light Laser: 2d4 ⇒ (2, 4) = 6
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 3, 1) = 12

The pirates back off and try to keep you in their front firing arc as they prepare another torpedo to fire!


The Lawblight loops around, and readies to fire!

Captain & Science Officer, it's your turn!


Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 37/70
Fore Shields: 3/15
Port Shields: 2/5
Starb. Shields: 2/5
Aft Shields: 3/5
Damaged systems: Engine (Glitching), Rear Arc Weapons (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
Rez's Piloting Check: 1d20 + 9 ⇒ (4) + 9 = 13

Lawblight Ship Checks(Round 7):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (17) + 8 = 25
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (7) + 8 = 15
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (3) + 8 = 11
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (3) + 8 = 11
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (4) + 8 = 12
If a hit via front arc: Coilgun: 4d4 ⇒ (3, 1, 3, 4) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (6, 4, 7, 5, 1) = 23
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 3) = 4
If a hit via Turret: Coilgun: 4d4 ⇒ (2, 3, 2, 2) = 9


Keskodai and Obozaya - any actions to benefit your ship? Altronus, I’ll let you choose otherwise, too, if you want, since you don’t have line of sight / effect to your target. When y’all are done, I’ll re-roll pilot initiative and we’ll go from there.


Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (You can look this round!):

HP: 37/70
Fore Shields: 0/15
Port Shields: 0/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: Engine (Glitching), Rear Arc Weapons (Malfunctioning)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Rez's Piloting Check: 1d20 + 9 ⇒ (20) + 9 = 29

Lawblight Ship Checks(Round 6):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (9) + 8 = 17
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (17) + 8 = 25
Lawblight Science Officer (Balance Shields): 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (19) + 8 = 27
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
If a hit via front arc: Coilgun: 4d4 ⇒ (3, 3, 4, 1) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (6, 7, 5, 3, 3) = 24
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 2) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 4, 1, 2) = 10

The pilot of the Lawblight punches their damaged engines to try and get away from you. Even though they are somewhat limited, it doesn’t seem to affect the pirates’ ability to make evasive maneuvers as they head around the asteroid!

The party is up! I’ll resolve attacks after you move your ship and post rolls. Hope those of you who celebrated had a happy Thanksgiving!


Rez just manages to course correct thanks to Obozaya’s instruction, and you make a helpful maneuver at just the right moment to safely get you past their forward firing arc and around their coilgun attack - safe this round!

Altronus responds with a massive volley against the enemy ship - even if their shields hadn’t been down, he would have punched through them with ease!

Actually, you’d be shooting with both turrets on this one - they are in your port firing arc, and you don’t have a port gun. I’ll let the critical attack roll stand (no reason to get rid of it), and we’ll change the damage from the aft coilgun to the missile launcher on the turret.

4d8 ⇒ (7, 2, 2, 7) = 18

GM Screen:

1d100 ⇒ 49
1d100 ⇒ 66
1d100 ⇒ 47
1d2 ⇒ 2
1d2 ⇒ 2

Keskodai’s sensors light up with readouts on the massive damage from Altronus’ attack. It appears that the aft weapons systems are suffering significant damage, as well as their engines!


Your ship swings around to target them, and the Lawblight responds by pivoting in place to get a lock on you with their weapons!

1d20 + 8 ⇒ (5) + 8 = 13

Altronus' shot with the main front cannon locks on, and blasts through the enemy's shields and...
Heavy Laser Cannon: 4d8 ⇒ (2, 6, 1, 8) = 17
...causes some light damage to their hull. However, your coilgun can't quite get the lock, much like the Lawblight's coilgun turret.

However, the pirates ARE able to lock onto you with their torpedo launcher, but luckily you're able to use the knowledge you've gained over the course of your mission so far to avoid the impact!
Yay, quest completion bonuses! That would've been a mountain of hurt for you.

Keskodai is able to get a thorough scan of the enemy ship, and reveal more information about their current condition.

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (You can look this turn!):

HP: 65/70
Fore Shields: 0/15
Port Shields: 0/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (8) + 9 = 17
Rez's Piloting Check: 1d20 + 9 ⇒ (10) + 9 = 19

Lawblight Ship Checks(Round 5):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (18) + 8 = 26
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (11) + 9 = 20
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (9) + 8 = 17
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (17) + 8 = 25
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (16) + 8 = 24
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (5) + 8 = 13
If a hit via front arc: Coilgun: 4d4 ⇒ (1, 3, 2, 3) = 9
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 7, 2, 4) = 19
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 1) = 2
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 1, 4, 1) = 9

The pirates slam their ship into 'reverse' (essentially) and back away from their current position to give themselves a little more maneuvering room, while still keeping you in range of their torpedo launcher.

Rez, you can move your ship any time. Have a good one, everybody!


Gah, Paizo downage ate my post last night. Shoot! Sorry for the delay. I'll get it posted (again) later on this morning. Short version, they turn around again and blast at you, so it's nose to nose combat and Altronus gets to use the forward heavy laser instead of the aft light laser. Obozaya, do you want to assist Altronus' shot, or try to encourage another action?


Sounds good, all! I'm sorry to be behind on the Chronicle sheets (busy week for family stuff), so I'll try to get them out over the next few days. Happy Thanksgiving to my fellow Americans! I'll be in touch.


With Obozaya's help, Rez gets just enough use out of the controls to slide past the enemy and only leaving your port arc exposed to their turret fire.

1d20 + 8 ⇒ (10) + 8 = 18

Their coilgun punches into your shields, but doesn't pierce them.

Altronus: On the first round, Rez put the asteroid between you and them, so there was no way for the shot to hit as it blocked line of fire.

Altronus' shot cuts through space, and more than pierces the Lawblight's shields - peppering their hull!

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 67/70
Fore Shields: 15/15
Port Shields: 0/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (15) + 9 = 24
Rez's Piloting Check: 1d20 + 9 ⇒ (2) + 9 = 11

Lawblight Ship Checks(Round 4):

Engineering
Lawblight Check (Boost: Weapons): 1d20 + 8 ⇒ (17) + 8 = 25
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (5) + 9 = 14
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (19) + 8 = 27
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (5) + 8 = 13
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (5) + 8 = 13
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 4, 2) = 9
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 5, 5, 7) = 23
If a hit via aft arc: Light Laser: 2d4 ⇒ (3, 4) = 7
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 3, 2) = 13

Rez moves first, then the Lawblight!


Sorry, all. Ended up being out of town. Updating now!


1 person marked this as a favorite.

The Lawblight turns in place, as though confident of what they might do, and fires a final torpedo and a salvo of coilgun fire as you slide past! Your port shields shudder and fail, leaving your ship singed by the explosion and raked by coilgun ammo. However, Obozaya's return volley both BLASTS through their front shields AND returns the raking fire of the coilgun, and DISABLES THE PIRATE SHIP!

It sits there, listing in space, a scourge of the Vast. Venture Captain Arvin left no instructions on dealing with this threat. What do you do? Do you board the ship? Do you destroy them? Or do you just go home, and leave them to the hand of fate?

Congratulations! You've completed "Into the Unknown!" The quest assumes that you leave them there, but if you are interested in continuing the adventure, I am willing to help create some content from scratch, if needed. Otherwise, I'm going to take a break from Starfinder Society until after the new year, at least. Let me know what you think! I'll get chronicle sheets together for all of you tomorrow, and we'll talk about what happens next in your story.


Hey, Obozaya, sorry I totally skipped your question a while back. If your initial roll passes the opponents Target Lock (TL, their anti-missile armor class), but the missile doesn't have the move it needs to get to the target, you make a new roll against the TL again the next round. If the roll against TL misses during the first try, then the shot just misses - it's like it got confused by anti-missile defense systems. Hope that makes sense!

And yes, BLU! Make that roll!


SRG pg. 319 wrote:

Back Off

The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.

Since your DC would have been 18 for this one, and your total was 10, you actually wouldn't move, and your AC is now a bit lower. I'll move you back up.

1d20 + 8 ⇒ (2) + 8 = 10

Altronus' shots go wide of the mark on your enemy, but - fortunately, given Rez's maneuvering - so do those of the Lawblight! Their torpedo slams into the asteroid, creating a new impact crater and throwing up some dust, but ultimately not changing the battlefield. Keskodai dials up more information about the enemy ship (see spoiler below) to share with everyone.

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (You can look this round):

HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (12) + 9 = 21
Rez's Piloting Check: 1d20 + 9 ⇒ (17) + 9 = 26

Lawblight Ship Checks(Round 3):

Engineering
Lawblight Check (Boost: Weapons): 1d20 + 8 ⇒ (4) + 8 = 12
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (2) + 9 = 11
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (1) + 8 = 9
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (7) + 8 = 15
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (5) + 8 = 13
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (6) + 8 = 14
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 1, 4) = 8
If a hit via front arc: Heavy Torpedo Launcher (4/5 rem): 5d8 ⇒ (4, 3, 8, 2, 2) = 19
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 1) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 1, 4, 2) = 8

Apparently taking a cue from great naval battles of old, the Lawblight closes directly on your position, giving you little to no maneuvering room, and a VERY clear view of their open torpedo tube!


1d20 + 8 - 4 - 2 ⇒ (14) + 8 - 4 - 2 = 16

Obozaya's sneeze costs you somewhat dearly, as the pirates rip into you with their turreted coilgun! Thankfully, their torpedo was poorly aimed, and goes right past your ship. 11 points of damage to your front shields.

Odyssey Condition:

HP: 76/85
Fore Shields: 9/20
Port Shields: 15/15
Starb. Shields: 0/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 6/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked), Sensors (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Iseph’s Piloting Check: 1d20 + 9 ⇒ (3) + 9 = 12

Lawblight Ship Checks(Round 8):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 - 2 ⇒ (5) + 8 - 4 - 2 = 7
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
If a hit via front arc: Coilgun: 4d4 ⇒ (3, 1, 3, 4) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (6, 2, 3, 1, 4) = 16
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 3) = 4
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 3, 3) = 14
Lawblight Gunnery Check 2 - Turret check 2 (take worse): 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23


The Lawblight responds by accelerating towards another asteroid, then turning to face you...

Your turns, Captain Obozaya and Science Officer Keskodai! I'll resolve after those.


Iseph, Operative Pilot wrote:

every time we think we're in the clear!

I'm thinking at this point, we might just want to stand still and duke it out. Any objections/other suggestions?

Your front shields are full and you have almost all of your HP, so it's probably not a terrible plan!


Rez positions you behind the asteroid, and the pirate ship doesn't seem to see a way to get to you, so simply turns in place and waits for you to emerge! Unfortunately, Altronus isn't able to get a lock either, and Keskodai can't get the scanners to divulge more info.

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (11) + 9 = 20
Rez's Piloting Check: 1d20 + 9 ⇒ (5) + 9 = 14

Lawblight Ship Checks(Round 2):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (1) + 8 = 9
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (5) + 9 = 14
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (7) + 8 = 15
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (16) + 8 = 24
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (2) + 8 = 10
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (17) + 8 = 25
If a hit via front arc: Coilgun: 4d4 ⇒ (1, 2, 2, 1) = 6
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (1, 8, 6, 6, 2) = 23
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 2) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 4, 3, 3) = 11


QuigBOT Boost Engines: 1d20 + 10 ⇒ (7) + 10 = 17

Nose to nose, the two ships UNLOAD on each other, but everyone seems to have trouble calculating firing solutions at such a “short” range and everything misses!

Odyssey Condition:

HP: 76/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 0/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 6/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked), Sensors (Glitching), Weapons (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Iseph’s Piloting Check: 1d20 + 9 ⇒ (14) + 9 = 23

Lawblight Ship Checks(Round 7):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 - 2 ⇒ (5) + 8 - 4 - 2 = 7
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 - 2 ⇒ (8) + 8 - 4 - 2 = 10
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 - 2 ⇒ (15) + 8 - 4 - 2 = 17
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 2, 4) = 9
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 8, 1, 7) = 22
If a hit via aft arc: Light Laser: 2d4 ⇒ (3, 2) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 2, 1) = 11

Reminding you of your ship to ship combat against the Endless Threnody, the Lawblight moves directly into your flight path, giving you minimal maneuvering options!

The party is up!


With Altronus' encouragement, Rez expertly snakes the ship through the debris of asteroids without impacts, and sets you up perfectly to see a large vessel of rusted metal slips from behind an enormous asteroid, its weapons already firing. The front of the ship resembles a stylized skull with crossed bones beneath—a clear indication of space pirates!

Besmaran space pirates are a growing threat throughout galactic shipping lanes, and that such pirates throw themselves into combat with a boisterous zeal—it is rare to talk one’s way out of combat with an approaching Besmaran pirate ship.

Initial distance between ships: 3d6 + 5 ⇒ (3, 3, 4) + 5 = 15

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (17) + 9 = 26
Rez's Piloting Check: 1d20 + 9 ⇒ (1) + 9 = 10

Lawblight Ship Checks(Round 6):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (13) + 8 = 21
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (14) + 9 = 23
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (13) + 8 = 21
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (13) + 8 = 21
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (1) + 8 = 9
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 4, 3, 3) = 14
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 8, 3, 7, 2) = 27
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 1) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 2, 2, 4) = 11

- - - - - - - - - -

You've collected some good information about this opponent so far, so you have the following bonuses in this combat:
Lawblight Assault: You quickly evade and can reposition the Odyssey up to 4 hexes in any direction, with any facing they choose before combat begins.
Lawblight Barrage: The first time one of the Lawblight’s heavy torpedoes would hit the Odyssey, it misses instead!
Lawblight Data: The PCs start the battle with the Lawblight’s basic information, defenses, and weapons, as listed in the first three bullet points of the Scan action.
Lawblight Evasion: The Lawblight must roll twice for each gunnery check it makes with its coilguns and take the worse result.
The Lawblight

1. Basic Information:
- Living crew complement: 6
- Ship classification: Medium Transport
- Speed: 6
- Maneuverability: Average

2. Defenses:
- AC: 13
- TL: 13
- Total and current Hull Points: 70/70
- Fore Shields: 20/20
- Port Shields: 15/15
- Starb. Shields: 15/15
- Aft Shields: 20/20
- Core PCU Value: Arcus Heavy (130 PCU)

3. Weapon:
- Fore: Coilgun (4d4)
- Fore: Heavy Torpedo Launcher (5d8)
- Aft: Gyrolaser (1d8)
- Turret: Coilgun (4d4)

You may post crew actions in any order - we'll adjust as necessary to accommodate. Good luck!

REZ: on your first move action, you can add an additional 4 hexes to your move to account for the quest info benefit listed above. Updating the map now.


Iseph, Operative Pilot wrote:
no worries, I was unavailable most of the day. And since I won the piloting check, it's the Lawblight's move now :)

Sounds good! I already moved them again (they were immediately adjacent to the asteroid on their last move, though I need to put in the tracking lines for it tomorrow), so you are free to go!


Rez takes the helm once more, and the Odyssey moves up to a stable orbit around Ulmarid while the rest of you get settled on the ship.

However, it's not long before a warning klaxon blares, and the ship lurches. The asteroid field around the world of Ulmarid is more agitated than on the descent down to the surface. Although it’s not clear what has caused the anomalous activity, what’s certain is that you must reach safer altitude before a more serious collision occurs.

I'm putting the details for the Odyssey in the header.

Rez, make a piloting check to guide the ship safely through the asteroids. Anyone else can make a DC 10 Piloting check to assist, or a DC 17 Diplomacy or Intimidate check to assist. Each successful assist provides a +2 to Iseph's roll.


Sadly, crit damage on ship combat doesn't double - it just bypasses shields and goes straight to their hull. Keeping moving...

IsephBOT Pilot (Evade): 1d20 + 11 ⇒ (8) + 11 = 19

Iseph manages to both maneuver the somewhat clumsier ship around the asteroid AND take evasive action when the Lawblight appears on the other side!

Though the other crew members are somewhat distracted, Obozaya is on point with her targeting, and sends a missile directly through the enemy's front shields and SLAMS into their bridge structure!

1d100 ⇒ 14 - Sensors
1d100 ⇒ 36 - Weapons

As thrilling as this strike is, it's matched - somewhat - by the panic-inducing beeps coming from your computer as an incoming torpedo impacts on your starboard shields and hull! (Odyssey: Starboard Shields - 0/15, Hull - 76/85)

Odyssey Condition:

HP: 76/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 0/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 6/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked), Sensors (Glitching), Weapons (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Iseph’s Piloting Check: 1d20 + 9 ⇒ (16) + 9 = 25

Lawblight Ship Checks(Round 6):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 - 2 ⇒ (6) + 8 - 4 - 2 = 8
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 - 2 ⇒ (7) + 8 - 4 - 2 = 9
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 - 2 ⇒ (8) + 8 - 4 - 2 = 10
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 3, 2, 2) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 7, 2, 4, 6) = 26
If a hit via aft arc: Light Laser: 2d4 ⇒ (2, 1) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 4, 3, 2) = 12

The Lawblight's pilot appears to keep functioning as the pirate ship falls apart around them, and quickly reverses the engines to buy space between your two ships in the hopes of landing another torpedo.

Iseph, sorry to move without you, but we're almost set and I wanted to make sure to keep moving before the weekend hit. The group is up - one more good hit and she's likely done for!


A thorough search reveals nothing - clearly the Corpse Fleet did a good dismantling of anything worth a credit that they could haul away, and any obvious pieces of equipment are now gone. It’s likely that Exegara would have used them to trade for the muscle she hired back on Absalom station (for all the good it did her).

Continuing tomorrow!


Iseph beautifully maneuvers the Odyssey around the enemy ship, which can’t get a lock on you with its weapons - leaving the perfect opening for Obozaya’s missile launch to blast straight into their aft quarter!

1d100 ⇒ 79
1d100 ⇒ 86

The explosion causes significant damage to their engines and WRECKS their power core! It’s going to take them a lot of work to repair that one, if they even can!

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 26/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Iseph’s Piloting Check: 1d20 + 9 ⇒ (11) + 9 = 20

Lawblight Ship Checks(Round 1):

Engineering
Lawblight Check (Divert: Weapons): 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 1, 2) = 6
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 6, 6, 6) = 24
If a hit via aft arc: Light Laser: 2d4 ⇒ (2, 3) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 3, 1, 1) = 6

They’ve got the drop on you for maneuvering this time - was it all just a ploy to lull you into a false sense of confidence? We’ll see!


Rez enters the ship quietly, quiet as death itself. Appropriate, for the ship is home only to the scattered bones of your fellow Starfinders, and you feel that it is safe to wave in the rest of your team.

Seven desiccated corpses remain in the wreckage, already thoroughly decomposed by the severe environment of the planet over the past several weeks.

You see the characteristic impact marks of heavy metallic slugs, such as those used in coilguns or railguns on starships. The damage on the ship's hull indicates that it tried to dodge the strafing fire but darted the wrong way, and the damage was sufficient to send it here.

Nothing else of value remains in the wreck; anything obviously worth salvaging was taken by the Corpse Fleet explorer that plundered it earlier. Although the Unbounded Wayfarer’s computers are beyond repair, they retain sufficient power to interact with the Starfinder insignias that you brought with you. The computer interface ports contain an indentation the same shape as the Starfinder insignias.

When one of the insignias is slotted into the indentation, the computer flares to life just enough to display a datafile of worlds previously explored by crew of the Unbounded Wayfarer. They include:

• A wasteland planet called Elytrio that displayed signs of scattered technology.
• A sentient asteroid called Lamentia teeming with morlock “children” in the Vast.
• A massive space station called End of Bright Things stuck between the orbits of two blue dwarf stars.
• A stormy, oceanic world called Wealdriad, with upthrust columns of basalt piercing the storm-tossed ocean’s surface.

The final location’s coordinates are too damaged to display, but the computer has enough power to pop open a nearby storage slot, revealing an iridescent spindle aeon stone gathered from Wealdriad. There aren't any notes to accompany it's origins, however.

Do you do any further exploration of the ship or environs? Or do you return to the Odyssey and prepare for departure?


I've moved the Lawblight to a new position, since they lost the go to Iseph.


Whoops! Yep - put that in too quickly. My mistake, y'all are fine (so far).


Keskodai and Altronus start examining the beast, and manages to pull / carve off a few crystals from the carapace that will fetch a good price back at Absalom Station, 800 credits at least!

Rez and Obozaya take about ten minutes to pull the gun from it's mounting. However, the magazine of the gun is mangled beyond repair. It'll fire a few more times, but it's unlikely to get more than a couple hundred credits for someone who wants to break down the whole thing.

Who approaches the downed ship first?


Not taking any chances with fancy maneuvers, the Lawblight also simply turns in place, opening fire with a coilgun (that misses) and firing a heavy torpedo at you (that, though well aimed, also misses thanks to your Lawblight Barrage discovery during the Quests)!

Obozaya's fully rewarded for her attack - the missile punches straight through the Lawblight's shields...
CD 1: 1d100 ⇒ 94
CD 2: 1d100 ⇒ 81
...causing massive damage to the pirate ship's power core!

Great hit! The critical was also enough damage that it passed by the ship's critical threshold.

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 15/20
Damaged systems: Power Core (Malfunctioning)

Lawblight Condition (No peeking):

HP: 47/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (8) + 9 = 17
Iseph’s Piloting Check: 1d20 + 9 ⇒ (13) + 9 = 22

Lawblight Ship Checks(Round 5):

Engineering
Lawblight Check (Repair: Power Core): 1d20 + 8 ⇒ (6) + 8 = 14
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (4) + 9 = 13
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (15) + 8 = 23
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (11) + 8 = 19
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (6) + 8 = 14
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (3) + 8 = 11
If a hit via front arc: Coilgun: 4d4 ⇒ (1, 1, 2, 2) = 6
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (2, 2, 2, 5, 5) = 16
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 2) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 1, 2, 1) = 5


Quig's shield boost does the trick, but Isephs maneuvering is still a bit more suited to a “lighter” ship, and can’t quite lock in the evasive maneuvers hoped for.

The enemy ship seems to try a fancy maneuver to flip around and target you with its torpedo launcher, but something in Blu's voice must have caused some consternation on board, and they simply drift forward a bit.

1d20 + 8 ⇒ (1) + 8 = 9

Their light laser still strikes you, even from distance, and your aft shields are slightly diminished from the impacts! -5

Obozaya's missile is on point, however, and slams home on their rear arc! It blasts through shields, and your sensors pick up a solid impact on the hull.

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 15/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 61/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Iseph’s Piloting Check: 1d20 + 9 ⇒ (11) + 9 = 20

Lawblight Ship Checks(Round 4):

Engineering
Lawblight Check (Divert: Weapons): 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 2, 4, 4) = 14
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 4, 4, 1, 2) = 18
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 4) = 8
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 2, 2, 1) = 9


Well, Altronus, I tried. :)

The weapon does not explode in Obozaya’s hands, but the shot is definitely way off, as is Rez’s attack. Altronus looks much better after Keskodai’s healing channel, leaving the shirren directly in the path of the rampaging beast...

Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 3 + 1d3 ⇒ (2) + 3 + (3) = 8

...and the Mystic is sliced by teeth and rattled by sonic damage as the creature crunches in on him!

Party is next - you’ve almost got it, just need to land a hit!


Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 ⇒ (17) + 9 = 26
Iseph’s Piloting Check: 1d20 + 9 ⇒ (10) + 9 = 19

Lawblight Ship Checks(Round 3):

Engineering
Lawblight Check (Divert: Weapons): 1d20 + 8 ⇒ (5) + 8 = 13
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (1) + 9 = 10
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (13) + 8 = 21
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (4) + 8 = 12
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (10) + 8 = 18
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (19) + 8 = 27
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 2, 3, 1) = 10
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (8, 3, 3, 3, 1) = 18
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 1) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 2, 4, 4) = 13


Hi, everyone. With the crazy site issues, this is the fouth time I've tried to advance this thread. Hope it works this time.

As Iseph burns the Odyssey past the Lawblight, you rake each other with gunfire...

Lawblight Coilgun #1 (Take worse result): 1d20 + 8 ⇒ (15) + 8 = 23
Lawblight Coilgun #2 (Take worse result): 1d20 + 8 ⇒ (13) + 8 = 21

...unfortunately Obozaya's shot goes wide of the mark, even with Blu's encouragement. The Lawblight’s turreted coilgun, however, has no problem punching into your shields...

Damage: 4d4 ⇒ (1, 2, 2, 2) = 7


Sorry all - website problems have thrown me for a loop, and am just catching up now. Will post more tomorrow.


Sorry all - website problems have thrown me for a loop, and am just catching up now. Will post more tomorrow.

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