◆◆◆◇↺♥️☘️
Miri comes forward and hands Surra Vimasdottir her evidence.
Surra Vimasdottir, after reading some of the evidence.
Surra Vimasdottir takes a quick look at more of the data, then looks over at the Starfinder's starship. There's a look of surprise on his face.
With that, Surra Vimasdottir escorts Miri and Haalum away after that, saying their goodbyes to you, thanking you again for the rescue, and delivering them here. As you leave, there seem to be more guards everywhere. ______________________ The trip back to the Lore Spire goes smoothly, despite a few false alarms causing you to run to the battle station. Back at Absalom Station, Venture Captain Arvin seemed furious when he first heard that the supplies had not been delivered. But he pauses to have a look at your report.
The End or is it...
◆◆◆◇↺♥️☘️
Surra Vimasdottir's concern goes to 11, he starts to read the report that Flaxoniz gave him. Surra Vimasdottir whispers something to one of his assistants. The assistant runs over to another group of Knights of Golarion. That group splits up and runs to other sections of the Citadel's landing bays, walled off from where you are. Through their entrances, you see yellow lights start to flash, then the sound of a wing of starfights taking off. "Do you have any idea what their intentions were for attacking a passenger transport?"
◆◆◆◇↺♥️☘️
Other than explaining to Surra Vimasdottir what happened, we have reached the end! Despite my internet connection constantly going out, I had fun running it. Hope everyone enjoyed the game! The game has been reported. Let me know if your chronicles are correct.
◆◆◆◇↺♥️☘️
Flaxoniz, Durt, and Zara all gang up on the last undead things, with a flurry of hammer blows and force barrage, the tiny thing explodes in a cloud of pink mist. _________________ After defeating the last of the unead things, you are able to safely return to your ship with Miri Kor and Haalum. Haalum, having an aquatic ancestry and being nearly frozen, seems to recover faster from a hot shower than from treatment in your ship's tiny med bay. Miri spends the whole trip to Citadel Theodrane pacing, switching between grief, wanting revenge, and a sense of purpose, needing to deliver her dad's evidence to the knight-errant Surra Vimasdottir. _________________ Arriving at Citadel Theodrane, you find Surra Vimasdottir waiting at the landing bay.
◆◆◆◇↺♥️☘️
Round 6
Bold May act.
Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.
◆◆◆◇↺♥️☘️
I just checked Zara's fort save, there's no way for her to crit fail, which is the only way the Captain would have gained enough temp HP survived your attack Ivan Telekineticly Projects a particular sharp piece of ship debris at the undead Captain, slicing her skull from her body, causing her head to float off into space. Ivan heals Durt, leaving just the tiny undead thing to finish off.
◆◆◆◇↺♥️☘️
Since you all go together just on different turns, I simplified the order so you're not split between turns. Round 6
Corpse Fleet Captain: HP -63
Bold May act.
Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
The Captain reaches out and touches Zara
Next, the Captain punches Zara with a fist full of gravity
The tiny dead thing attacks Flaxoniz
And finally hits after 3 tries 2 points of damage
◆◆◆◇↺♥️☘️
Durt and Zara both bring the hammers down on the undead Captain.
Durt DC 18 basic Foritude save: 1d20 + 7 ⇒ (10) + 7 = 17 vs 8 void damage, 1 persistent bleed
Zara ending their turn next to the Captain triggers
Zara DC 17 Foritude save: 1d20 + 11 ⇒ (12) + 11 = 23
◆◆◆◇↺♥️☘️
Oops, forgot the opponent's round 4 turn, Flaxoniz and Ivan, you can retake your round 5 turns if you like, but I'll try not to affect the action you just took if you want to keep them. The captain uses ◆ Gravitic Surge: If next action is to cast a spell that deals damage while in a zero-g environment, the target takes
The tiny dead thing regurgitates blood at Zara
Then ◆ steps to bite Zara
_______________________________ Flaxoniz and Ivan both cast spells at the undead Captain,
Round 4
Zaza: AC 20 ♥️ 37/50 ☘️ 1 immune to aura 1 minute
Round 5
Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 immune to aura 1 minute
Bold May act. Zara and Durt
Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
Botting for Zara Shoots at the tiny thing
shoots: 1d20 + 3 ⇒ (1) + 3 = 4
shoots: 1d20 - 2 ⇒ (11) - 2 = 9
Foritude save: 1d20 + 10 ⇒ (7) + 10 = 17 ____________________ Zara resisted the change in gravity from the Captain's aura, then shoots at the time thing, hitting it once Ivan heals most of Durt's injuries, and hits the Captain, slashing them with telekinetically projected ship debris. The ship Debris is surprisingly effective hit for 6 hp damage, total damage 15 ________________________ Round 4
Zaza: AC 20 ♥️ 48/50 ☘️ 1 immune to aura 1 minute
Round 5
Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 immune to aura 1 minute
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
Captains Will save: 1d20 + 7 ⇒ (10) + 7 = 17 The probability of affecting Flaxoniz changes, making Flaxoniz's life a little nicer, although no new knowledge is gained, other than that the Captain is affected by daze. captain takes 5 points of damage rolling Flaxoniz's save vs DC17 persistent bleed
Dirt resists the Captain's gravity effecting aura
________________________ Round 3
Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 immune to aura 1 minute
Round 4
Ivan: AC 19 ♥️ 14/26 ☘️ 2 Get 'em +1 vs Captain
Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
Will save Captain: 1d20 + 7 ⇒ (14) + 7 = 21
Although Ivan's attack isn't a direct hit, what should have been only a little damage seems to cause much more than expected. ___________________________ The Captain follows Flaxoniz's command at first, then recovers
The last of the Void Hemovore looks for a softer target and moves to attack Flaxoniz,
_________________________________________________ Round 3
Flaxoniz AC 18 ♥️ 37/39 ☘️ 2 2 points of damage DC 17 Fort save vs 4 HP persistent bleed. and DC 16 Fort save. On a failure, drained 1
Round 4
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
Zara shoots, hitting once Durt yells Get 'Em at green, then tries to strike it with his hammer, but it dodges. Flaxoniz commands the captain, which seems to have some effect. Flaxoniz also learns about the tiny creatures called Void Hmovores. Everyone can read the DC 15 relegon checks in my previous post. _____________________ Round 3
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
Flaxoniz wrote: Clumsy would mess up finesse melee attacks. Which is kind of funny because finesse attacks are the ones least affected by zero-g, especially straight thrusting attacks, whereas an attack with a big two-handed swinging weapon would likely cause the attacker to go spinning out of control. Would it be easier to thrust with a knife or swing a paingalve with a moving chainsaw blade attached to it in space? I'm not expecting SF2e to have accurate physics, but it seems like gravity should at least apply to all attacks. It did in SF1e, I think that got lost in SF2e, trying to make it compatible with PF2e. Just using Clumsy seems like an obvious choice on the surface, but it has some unintended consequences, giving melee weapons an advantage they shouldn't have. For spell attacks, it's different from how SF1e was, but if they want to give magic users an advantage in space, I'm fine with that, but I'm wondering if that was intentional or just a side effect of using Clumsy as an easy way to be compatible, or some other design choice. At least for my characters, I think the answer is buying magboots.
◆◆◆◇↺♥️☘️
Just a reminder, Zara has 1 hero point; everyone else has 2 hero points. Will save Captain: 1d20 + 9 ⇒ (4) + 9 = 13
Flaxoniz did you want to use your free Recall Knowledge? Recall Knowledge on the Captain and tiny dead thing. Dc 18 religion on Captain special attacks:
Untethered Gravity:
While Vira is in a vacuum or zero-g environment, she gains a fly Speed equal to her Speed. ↺ Thrashing Wisps [reaction] Trigger A creature ends its movement adjacent to
◆ Gravitic Surge: Vira’s mastery of gravity allows her to augment the
Dc 15 religion on tiny things special attacks:
Untethered Gravity:
While Vira is in a vacuum or zero-g environment, she gains a fly Speed equal to her Speed. ↺ Thrashing Wisps [reaction] Trigger A creature ends its movement adjacent to
◆ Gravitic Surge: Vira’s mastery of gravity allows her to augment the
Dc 18 religion on Captain Immunities:
bleed, death effects, disease, paralyzed, poison, unconscious Dc 15 religion on tiny things Immunities :
death effects, disease, paralyzed, poison, unconscious Dc 18 religion on Captain Weaknesses:
slashing 8, vitality 8 Dc 15 religion on tiny things Weaknesses : Weaknesses vitality 2
◆◆◆◇↺♥️☘️
I can see an intelligence-based caster compensating for zero-g with rocket science, to know the right trajectory to make a shot. A wisdom-based caster might not do the math themselves, but has learned the lessons from those who have done the rocket science. But for a charism-based caster, I don't see how they could use social skills to deal with being disoriented in zero-g. I mean, unless you have an intimidating glare, no one can hear you scream in space... I'm also wondering what the Will DC of zero-g is. So I think you're right about Clumsy not applying to spell attacks. I do wish it appalied ot melee attacks in zero-g as well, but that Soliarians should have a way to compensate for it.
◆◆◆◇↺♥️☘️
Ivan tries to follow up on his deadly Telekinetic Projectile, but the chunk of ship debris flies off into space.
with a 13 Recall Knowledge fails Will save vs command: 1d20 + 4 ⇒ (16) + 4 = 20
_________________________ ◆ The Captain flies twords the party
The undead captain draws extra energy from the void of space, casting a flaming bolt of energy at Durt. Fortunately for Durt, the bolt misses; if the room had oxygen, one of the beds behind Ivan would have caught fire, instead it just explodes into tiny bits of foam floating in zero-G. The last tiny thing ◆ moves up to and tries to bite Durt
____________________________ Round 2
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Round 3
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Note: there is still gravity behind the forcefields
◆◆◆◇↺♥️☘️
Flaxoniz wrote:
After looking into this for 5 hours, I posted this to an errata thread ___________________________________________I have a player asking if spell attacks are affected by Unreathed/Clumsy. After looking into this, I feel that this either needs some errata or an FAQ I'm not sure what RAW is or if it matches RAI. In Sf1e, Off Kilter made you Flat-Footed and took a –2 penalty to attack rolls. In Sf2e Untethered makes you Off Guard and Clumsy 1 Clumsy says: You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery. Flat-Footed and Off Guard are similar enough, but the difference between taking a –2 penalty to attack rolls (of all types) and Clumsy 1 only affects dex-based rolls. The difference between -2 and -1 isn't the issue; -1 probably makes more sense in 2e. It's the why; aren't all attacks affected the same? Player Core pg.300 says Spell attacks: Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. That feels like a Dex attack roll despite using the class key ability instead for spell attacks. I feel like Untethered rulers should either use spell casters' key ability as if it were their Dex bonus, or even simpler, just give all attack rolls -1 In a game that wants to have a ranged meta is seems odd not to also penalize melee attacks when Untethered. Also, if we ever get a Dex-based casters again, they would be the only spell casters affected by Clusmy when making ranged spell attack rolls. To me, that laser guns in space are penalized over melee and spell attacks seems off. Especially since melee combat in zero-g without magboots would be extremely difficult, way more so than shooting a laser.
◆◆◆◇↺♥️☘️
Durt smashes the (yellow) thing attacking Ivan, creating a cloud of blood. _________________________ Round 2
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.
◆◆◆◇↺♥️☘️
Ivan the Scholar wrote: (not sure if spell attack roll is considered ranged attack roll) Yes, because it's targeting AC at range, requiring a roll, and that's a crit hit by the way Ivan Telekinetic Projectiles some ship scrap at the (red) tiny undead thing, causing it to explode into a cloud of blood floating in space. ________________________ The undead Captain cast enlarge on the remaining tine undead, then cast shield. The (yellow) tiny, now small thing (with 10' reach) seeks revenge on Ivan for vaporising one of its kind. Flies in an unnatural way towards Ivan, then tries to bite him. bite fangs: 1d20 + 9 ⇒ (6) + 9 = 15
bite fangs: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Misses the first time but sinks its teeth into Ivan on the second try
A third one of the tiny things makes its way around the outside of the ship's hull and regurgitates blood on Durt.
____________________________ Zara shoots twice at the thing (yellow) attacking Ivan, misses once, but hits on the second attack. It's not dead, but there is a big cloud of blood hanging around it. __________________________ Round 1
Durt: AC 19 ♥️ 32/40 ☘️ 2 Round 2
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.
◆◆◆◇↺♥️☘️
The "something weird with the ordering of the elements, and only part of it is showing." Turned out that the image had been moved within its frame. Right-click on the image > reset image, fixed it. Recall Knowledge tiny creature: Best: Ref, worst: Fort, and Will tied.
Flaxoniz, knowing it's better not to target reflex, Flaxoniz shoves the Captain (success 5' x2 for zero gravity for 10'). Although the telekinetic maneuver worked to shove, her reaction to the shove in zero gravity seemed unnatural. (The Captain has been pushed free of the ship wiht the first shove. If you shove again, now you can push her up or down as well.)
◆◆◆◇↺♥️☘️
oops should be Round 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered. Zara, can you fill out the
◆◆◆◇↺♥️☘️
After making your final rounds looking for survivors, as you prepare to leave, entering the zero gravity area of the damaged ship, you notice 2 tiny, undead-looking things in your way. Behind them is a well-dressed Corpse Fleet Officer, perhaps the Captain of the Destroyer you encountered. Initiative:
Ivan Initiative: 1d20 + 9 ⇒ (13) + 9 = 22 Durt Initiative: 1d20 + 7 ⇒ (1) + 7 = 8 Zaza QaQ Initiative: 1d20 + 7 ⇒ (1) + 7 = 8 Flaxoniz Initiative: 1d20 + 6 ⇒ (20) + 6 = 26 Corpse Fleet Captain Initiative: 1d20 + 11 ⇒ (4) + 11 = 15
Round 1
Flaxoniz AC 18 ♥️ 39/39 ☘️ 2
Bold May act. Zero gravity rules:
Zero Gravity Source GM Core pg. 99 Environments such as outer space and some small satellites have zero gravity (also referred to as zero-g). Creatures in zero-g have the clumsy 1, off-guard, and untethered conditions. A creature in a zero gravity environment can lift and carry 10 times their normal amount and multiplies the ranges of thrown weapons by 10. Movement in Zero Gravity
Athletics in Zero Gravity
Untethered
Push Off [one-action]
You use as leverage an object or creature of the same size as you or larger to change the direction you're floating in. Float up to half your Speed in your chosen direction. The distance you move at the end of your turn while untethered changes to the amount you moved during this action. You can Push Off as a free action immediately after you make a successful melee Strike or successfully Shove. You have at least one hand or leg (or suitable appendage) free, and you're untethered.
Map.
◆◆◆◇↺♥️☘️
Ivan the Scholar wrote: assisting Miri to Citadel Theodrane shouldn’t jeopardize our cargo delivery due to delays… I assume?"[/b] According to your ship's manifest, the cargo is not perishable, consisting mostly of mostly non critical spare parts. with that in mind, I'm assuming Ivan's vote is to go to Citadel Theodrane, correct me if I'm wrong Flaxoniz wrote: Since we entered at the rear, I assume that's the nearest point to the airlock of our ship, and we likely have a cable or something connecting it that we can climb over to it.[/b] That sums up the current situation between ships well. Although the only crew member not accounted for is the Captain of the ship, and the only one not explored is the bridge. Anyone checking the bridge:
You find the captain still strapped into his chair, impaled by a fallen support beam. There are some skill checks you could do here, but they mostly just let you locate the other crew members you have already found. ________________________ At this point, I want to give the other players a chance to catch up since things started moving fast. We are getting closer but not at the end yet. Currently, I think we have 2 votes for taking Miri to Citadel Theodrane.
◆◆◆◇↺♥️☘️
At the gunner station: When Flaxoniz opens the hatch, Haalum can see Miri in the background, realizing the fight must be over, and slowly reaches out a hand, needing help getting out. When Miri is asked how many were on the ship
_____________ In the computer room: The Device that Flaxoniz disabled looks to have been trying to break the code to erase the evidence, but more imporiantlly Flaxoniz discovered and disarmed a trap that releases a powerful destabilizing bio-agent. Miri claps her hands when Flaxoniz disables the trap.
Note: There isn't time to travel to more than one location for the purpose of deciding where the party takes Miri. Your options are.
_________________ Once the party decides to head back to your ship, I need to know which way you are planning to leave the ship from. From where were you entered, or from the bridge?
◆◆◆◇↺♥️☘️
"My Dad was supposed to meet the knight-errant Surra Vimasdottir at Citadel Theodrane, on our way to Songbird Station." Miri puts on her environmental suit before leading you to her dad's body. As she sees the floating bodies where you first came into the ship, Miri says.
To get to the airlock where Miri's dad is, you pass the aft gunner station, where you found Haalum near freezing. As far as you know, he's still hiding in there. _______________________ Miri leads you to the airlock A7 on the map:
You can recover Miri's dad's body and find a tactical force field, a pair of magboots, and a canister of sprayflesh. You notice one of the corpse fleet remains doesn't look like the ones you encountered before. DC 16 Religion:
the remains as belonging to
some kind of tiny, blood-draining undead. ________________________________ Next, Miri takes you to room A8 on the map. As Miri enters the room, she seems alarmed, pointing at a black box that is hooked up to the computer in such a way that it's guaranteed to void the computer's warranty.
You only need one success to disable the black box.
If anyone fails any of the checks: The trap releases a destabilizing bio-agent, dealing 6d6 void damage to all creatures within a 5-foot burst of the sequence breaker (DC 23 basic Fortitude save).
void damage: 6d6 ⇒ (2, 2, 1, 3, 5, 2) = 15
◆◆◆◇↺♥️☘️
Flaxoniz's analyze target: Miri doesn't have a stat block, she is a rebellious late teenage female vesk, traumatized at her father's death, and has an axe (doshko) to grind with the Corpse Fleet. Is otherwise in good health and thoroughly decontaminated, whether she needed it or not. "I'm fine, thanks to my dad, but I'm glad you all showed up. So much has happened, I should start from the beginning"
A few months ago, my dad, Kimano, discovered a breach in his computer security, indicating someone at WellCOD (Wells Center of Discovery) had accessed his servers and downloaded his research. Kimano traced the breach to the office of Rigasa Wells, the founder of WellCOD, but, wary of confronting her without further evidence, he launched a covert investigation into Rigasa. Kimano made a disturbing discovery—not only did Rigasa have backdoor access to every server at WellCOD, she had covert connections to the renegade Corpse Fleet, a vast army of undead supremacists who aim to shatter Pact Worlds unity, liberate the planet Eox from the influence of the living and the traitorous bone sages who side with them, and defeat all who stand in their way. Aware of Rigasa’s power and influence, Kimano decided to bypass planetary laws and bring his evidence directly to the Knights of Golarion. Disguising this exchange as a vacation. I had no idea. I thought we were just on vacation until we were attacked. My Dad told me what was going on and then went to stop the Corpses from entering the rear air lock."
Miri's father's body is in the airlock A7 on the map.
At this point, everyone is free to move around the ship. Let me know if you are going to help Miri and what parts of the ship you wish to go to next.
◆◆◆◇↺♥️☘️
She repeats "Starfinders!" with a sigh of relief. "I activated the decontamination chamber, knowing it would keep those off-full things out for a while, let me turn it off. Is there any atmosphere left? I might need an environmental suit. Oh, and my name is Miri Kor. Did you find anyone else alive?" It takes a minute for the decontamination chamber to cycle down and open. When it opens, you see a rebellious female vesk youth. Miri slide 4. As Miri exits the decontamination chamber, the door on the other side of the chamber opens too, revealing the Medical Bay: The equipment in this medbay is tailored to provide basic care, relying on a single-occupancy stasis chamber for more serious injuries. Miri's excitement from the rescue quickly ends as she remembers.
◆◆◆◇↺♥️☘️
Durt finds an environmental suit. The name on it says Miri Kor. Flaxoniz tries to search the corpses, but it looks like they took too much of a beating from the hammers for anything to have survived. Ivan finds the door is locked, not just locked but sealed shut. It appears to be a decontamination unit. You hear a frightened voice ask.
◆◆◆◇↺♥️☘️
Welcome back, just in time to take down the Corpse Officer! Ivan Balst, the Corpse Officer, shatters its remaining bones into fragments. COMBAT OVER! your current health status
____________________ Ivan hears running water from the door next to him, the same door the Corpeses had previously been trying to break down. Before the door next to Zara automatically shuts, Zara can see the next room looks like this ships bridge. With the door shut, the pressure in the rooms slowly stabilizes. Durt can see into the next area, it looks to be a storage room that leads to 2 other doors. Flaxoniz finds himself next to the badly damaged reactor core. Note, these are 3 separate perception checks. DC 15 Computers or Crafting check, or a DC 13 Engineering Lore check, to check the reactor core:
The power core here has been severely damaged, but its emergency
mode can maintain life support and the force fields in the shuttle for another hour DC 13 Perception to search the area:
You find a first aid backpack containing a tactical medkit and 3 tactical medpatches. As you search, the change in air pressure opens the door south of Zara (A4a). Inside, you find an environmental suit in what appears to be crew quarters. A similar door to the north also opens, but nothing of value is found. DC 14 Perception to search the Corpse corpses:
You manage to salvage from their damaged weapons 2 commercial batteries, and an OSSIFYING GRENADE:
Type tactical; Level 2; Price 80 credits; Critical clumsy 1 for 1 round The burst radius is 10 feet, and the void damage is 2d8. ________________________ You have time to heal, search, and make a plan for what to do next.
◆◆◆◇↺♥️☘️
Durt delivers more pain to the Corpse Officer with his hammer.
Round 6
Flaxoniz AC 18 ♥️ 39/39 ☘️ 1 Round 7
Ivan: AC 19 ♥️ 22/26 ☘️ 1 Vitality Network: 0/18 HP Took 4 points of damage
Bold May act.
◆◆◆◇↺♥️☘️
This is what the ability says Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made. Flourish says flourish traits are special techniques that require too much exertion for you to perform frequently. You can only use one action with the flourish trait per round. So, without having the flourish trait, I'm guessing that's why it's called Tireless Flurry.
◆◆◆◇↺♥️☘️
I was debating how that worked. I think you're right. I forgot about grabbing the pipe. I played this scenario live yesterday, and the other party blocked the door before the corpse officer could get to it. I suppose with Tireless Flurry, you could even get 6 attacks from 3 actions, get 6 attacks with 3 actions, 2 with no MAP, and the last 4 with -10 MAP. I've never seen a situation where MAP went beyond a 3rd attack, rereading the MAP rules, attacks after the 3rd just stay at -10. Good thing the officer doesn't have agile weapons...
◆◆◆◇↺♥️☘️
Zara hammers, hitting the Corpse Officer 7 points of damage Ivean heals Zara 4 points of healing ______________________ Corpse Fleet Officer ◆Tireless Flurry: The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.
◆ Ranged strike laser pistol at Ivan.
The Corpse Officer brings the wrath of death to the fight, critically hitting both Durt and Ivan . Durt takes 20 hp damage, and Ivan 4 points of damage. I don't know what's in Ivan's pocket, but it seems to have absorbed most of the damage. Durt was not as lucky or has empty pockets. ______________________ Round 6
Ivan: AC 19 ♥️ 22/26 ☘️ 1 Vitality Network: 0/18 HP Took 4 points of damage
Bold May act.
◆◆◆◇↺♥️☘️
Will save: 1d20 + 6 ⇒ (17) + 6 = 23
Round 6
Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Ivan and Zara +1 to hit and +1 to damage from Get'em!
Map.
◆◆◆◇↺♥️☘️
Zara gave the final smackdown despite the offercer ordering it to keep fighting. Just one walking dead left. ________________________________ The Corpse Fleet Officer
Everyone not behind the forcefield DC 18 Reflex save. Corpse Fleet Officer Reflex save: 1d20 + 10 ⇒ (3) + 10 = 13 +1 degree of success
Durt and Zara are clumsy 1 until the end of their next turn due to the sudden rush of air trying to suck them toward the open door. _______________________________ Round 5
Durt: AC 19 ♥️ 38/40 ☘️ 1 (clumsy 1)
Round 6
Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Bold (Everyone) May act.
Map.
◆◆◆◇↺♥️☘️
You have all the info you can get on the Corpse Fleet Infantry
Full Corpse Fleet Infantry stat block:
AC 15 HP 26, void healing Speed 25 feet Fort +8 Ref +9 Will +3 Foritude save: 1d20 + 8 ⇒ (16) + 8 = 24 Reflex save: 1d20 + 9 ⇒ (4) + 9 = 13 Will save: 1d20 + 3 ⇒ (13) + 3 = 16 Medium Undead Unholy
Items:
Immunities:
Weaknesses:
Coordinated Shuffle [reaction] (move) Trigger An adjacent ally moves away from the Corpse Fleet infantry; Effect The Corpse Fleet infantry Strides up to half their Speed. They must move in the same direction as the triggering ally. Melee [one-action] battleglove +7 [+3/-1] (agileanalogfree-hand), Damage 1d4+2 bludgeoning
Ranged [one-action] autotarget rifle +9 [+4/-1] (analogautomaticexpend 1mag 20range increment 40 feetreload 2), Damage 1d6 piercing
Ranged [one-action] arc pistol +9 [+4/-1] (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Auto-Fire [two-actions] autotarget rifle (20-foot cone analog), Damage 1d6 piercing (DC 17 basic Reflex save) Fusillade:
Adventure Additions:
The Corpse Fleet officer (orange has different stats). You could still do your free Recall Knowledge on the Corpse Fleet Officer. I listed some common questions below, or you can ask another question. You can pick one for a success or 2 for a crit success. Resistances:
cold 5, electricity 5, fire 5, piercing 5, slashing 5 Immunities:
death effects, disease, paralyzed, poison, unconscious Best Saving Throws:
Ref +10 Worst Saving Throws:
Will +6 Special ability:
Bolstering Aura (aura) 20 feet:
Undead that begin their turn in the aura (including the Corpse Fleet officer) gain 8 temporary Hit Points for 1 hour, then become temporarily immune to bolstering aura for 1 hour. Special Attacks: Lead Salvo [two-actions] The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally, to a maximum of an additional 4d4 void damage. Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.
◆◆◆◇↺♥️☘️
Ivan recovers vitality to his network.
He also sends the vitality he just replenished to Zaz, too.
Vitality Network: 0/18 HP ___________________ Round 4
Round 5
Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Bold May act.
◆◆◆◇↺♥️☘️
that's a crit
Durt charges forward, and with a mighty swing, hits the Corpse Infenty so hard it should have left it on the ground in a pile of shattered bones, but something is keeping it together for a bit longer, perhaps the presence of the Corpsefleet Officer. Round 4
Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Bold May act.
◆◆◆◇↺♥️☘️
botting for Zara ◆ stride
◆ Melee strike hammer at red
Both attacks hit for 12 points of damage on red ___________________________ Red strikes back twice, then strides away.
◆ Melee strike battleglove
◆ stride One strike hits for 3 points of damage to Zara The Corpse Fleet officer leads the troops in a slavo attack then strids back
◆ stride The strike + salvo hits for 9 more points of damage to Zara ____________________ Round 4
Ivan: AC 19 ♥️ 26/26 ☘️ 1 Vitality Network: 0/18 HP
Bold May act.
◆◆◆◇↺♥️☘️
[ Flaxoniz wrote:
Thanks for pointing that out. First time I've seen a Mystic over 1st level in a game. |
