| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
I'm in southern NH. We've got the infrastructure in place, so I'm not too worried. Stay safe Stell!
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Unsure of what to expect when you open the door, you're still surprised when you do. This compartment ends with angled walls terminating in a point, with vertical incisions creating the illusion of a lengthy passageway. This looks like some kind of teleportation device.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Smashed wood and glassware litter the gala site. Ripped tents, blood splatters, and scorch marks provide clear evidence of a recent battle. Ipsoth and the eco-terrorists are currently in full control of the gala site. The hostages are all on the dance floor in front of the stage, with their hands and legs in binders and tied to each other with loops of cable line. They lose sight of you after the chase ended/ You could sneak in, but not if you accept Vossi's help. You could also get creative...
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Volitaire makes quick work of the thrall collar. Vossi looks at Volitaire and Stell as the collor comes off, "Now I help." The huge beast stands and turns towards the gala event where the remaining eco-terrorists are standing their ground... Officially there's a first time check here to befriend Vossi, but I'm ruling that Volitaire's actions throughout count as the needed success.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
The team pulls ahead and blockades the eco-terrorists. One is on the ground a ways back, and the other is... BANG!" A sniper's bullet rings out. Apparently there are more at the gala location. While Vossi seems safe, he communicates with Volitaire. Apparently there's a compliance collar that is agonizing... Please.. Please help. Get it off. You've got to get to the gala, but there's enough time to make a go at bringing the renkordas some succor. Engineering, Medicine, or Mysticism.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
That's still a fail from Aldo. Once Kaz and Angel roll we'll see if it's salvageable...
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Aldor is completely in the dark on this. There is so much in the way of strange and unknown magitech that he'd need to spend a LOT more than 10 minutes sorting it out. Quick perusal of the crates’ contents indicates that most of the goods stored here are perishable or consumable, such as food and medicine. There are two does of something that looks potent, but it'd take some time to identify. You can still take it.... but be careful with stopping to figure it out. Rattus advances froward. The quarters are a similar mix of modern and ancient. The walls of this chamber are packed with technologically advanced sleeping units stacked three high, enough to hold about 39 humanoid passengers comfortably albeit compactly. Closer inspection of the lowest cells reveal breathing tubes and intravenous feeding lines, evidence that they are Drift stasis units rather than conventional bunks. Some personal effects lie about in disarray, evidence of the crew’s hasty flight from the malfunctioning ship. There's one final door at the bow.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
If Ashtif passes a speed up, you'll win the chase here and now!
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Volitair gets nothing more than panic, "Get them off!" Unfortunately, Dirk's shot is wide. Survival EVasive!: 1d20 + 11 - 3 ⇒ (15) + 11 - 3 = 23 Success, will move zones CHASE! Round 1:
VEHICLE 2
THE CHASE!
DM:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Ahead, with no bulkhead between you, you can see it opens to quarters.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Moving quickly on a tight schedule, there are only a few things that aren't locked down, two suits of AG SpecOps armor and two AG accelerator rifles. The unseen servant opens the door to an empty room. There's some damage here from the ship combat, but it's not too bad. Numerous crates of miscellaneous spacefaring supplies fill this room, whose only feature is a crystalline grill in the ceiling with porthole blocked by a seamless crystal plug. Some of the containers sit in hanging nets reminiscent of old seafaring vessels.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Yes, you can spend an RP to get SP back. the team heads below decks. This chamber features mannequins for holding armor and equipment racks stocked with Azlanti weapons and starship equipment. What may have once been firing ports in the antiquated design now contain strips of processing modems, creating a striped pattern of crystal and computer strips along the walls. If you had time you could check it thoroughly. as is you can either take the obvious stuff or skip it for speed...
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
With the area figured out, and the situation put into perspective, Gold-Flecked Black heads down a deck. Down forward or aft? the map is maddeningly vague.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Roger that! Sorry and thanks for the catch. Man do I prefer 2e chases! Zynn aims the artillery laser at the gunner and drops him! He tumbles off Vossi as the chase continues! CHASE! Round 1:
VEHICLE 2
THE CHASE!
DM:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Each has: Attack (Turret) merciful aphelion artillery laser (3d8 F
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Updated the map. you guys have edit rights to the map, so if you move, you can move. Both vehicles pull up along side Vossi! The dinosaur is clearly stressed out at the events, but Zell's vehicle pulls away! Clumps of light foliage dot the uneven ground. Flocks of brightly-colored birds lurk in the foliage and angrily attack as they're disturbed:
ATK v. Vossi: 1d20 + 11 ⇒ (12) + 11 = 23 for Piercing: 2d6 ⇒ (5, 2) = 7
Stell's vehicle pulls ahead to a densely packed area. Anyone in Zone 4 has cover.
CHASE! Round 1:
VEHICLE 2
THE CHASE!
DM:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Same as Vossi for victory. Yes, a knockout counts too. Will let the gunners and passangers go before updating.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Outside of specific obstacles that change the DC of certain maneuvers.... nope.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Moving aft you approach the command structure. This towering superstructure of crystal interlaced with supercomputing circuitry overlooks the topside decks from the ship’s stern. A lens of opaque crystal faces the other decks, flanked by facet-cut segments of the hull that seem to focus the lens. Three sail-like, crystalline vanes extend out from the command structure’s sides and keel, forming something akin to ethereal rudders, while modern thrusters protrude from the rear below the aft castle. Somewhat sloppily integrated into the aft castle is the Drift engine, which rattles the command structure with intermittent bursts of light and energy, sometimes appearing to flash in and out of physical existence as if it were made of television static. Similarly, the lens appears to depict a monochromatic window into the Drift, which sporadically warps and shifts to show the colorless void of the Ethereal Plane. DC 20 Mysticism or Engineering:
You recognize this bizarre behavior as a tangling of interplanar navigation systems that will cause devastating explosion in just under 10 minutes if left unchecked. There is a set of stairs leading below decks here.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
You dock at one of the now empty escape pod ports. It's a few steps from the foredeck. Steel platework reinforces the deck of the crystalline vessel, the flat metal surfaces marred only by angular modules protruding from the floor. Electrical wires and robotic targeting mechanisms extend from two hemispherical cannons with small tubes pointing out toward space, the equipment visibly damaged from starship weapon fire. No railings line the edges of the ship, providing no apparent barrier between the end of the deck and the void beyond. Where to?
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
There's no external resistance to be shown, so you pull in tight to deploy. Computer Scan DC 15: The ship is more than disabled. That energy output looks like it's going to go critical soon. You guess that in 10 minutes it will explode.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
This may be the most lopsided combat I've ever run! I love seeing the PCs just CRUSH it! Attacking the starboard arc requires 107 damage for a total kill. That attack dealt 109. Seeing an opportunity and digging deep Gold-Flecked Black gives it everything he's got! The barrage rips through shield and hull alike. When the flash clears the King Xeros is lilting and out of commission! It shudders to a halt as several Azlanti modifications detach and drift away. The malfunctioning Drift engine’s effects are now plainly obvious, emitting beams of light and shaking the whole ship, and two escape pods launch from the ship’s flanks. Naiaj, still fighting the vanguard, contacts you...
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
You've got 6 days to explore this ship. Because you can't just move around at will, you're capped at 5 rooms per day of exploring. You start in the lavatory. Tomorrow begins your daily stealth check detailed below. Now, let's see if you can find the BIG SCORE. STOWAWAYS: Day 1 of 6
DAILY STEALTH: Staying out of sight:
Each day aboard, staying hidden starts with a DC 25 Stealth check. Worry not. There are things you can do to help: Avoid Cameras: The Golden Thread has security cameras, but the crew isn’t expecting trouble and doesn’t monitor them closely. Still, careless movements put the PCs at risk of being spotted. Once every 24-hour period, the PCs can attempt a DC 22 Computers check to redirect cameras away from their location or patch in dummy footage. On a success, all PCs gain a +2 bonus to their Stealth checks to hide for that 24-hour period. Communications Hack: A character who succeeds at a DC 22 Computers check can hack the ship’s systems to track the mercenaries’ movements; this grants the PCs a +2 bonus to their daily Stealth checks to hide for the duration of the voyage. On a failed attempt to hack communications, the character can try again after 24 hours. Create A Distraction: Once per day, if a PC fails their Stealth check to remain hidden, a PC who succeeded at their check can create a distraction to divert the mercenaries’ attention from their ally. The PC attempting the distraction must succeed at a DC 22 Computers check to set off an alarm elsewhere on the ship, Engineering check to simulate a mechanical malfunction, or Mysticism check to create a minor magical distraction. On a success, the original character’s failed Stealth check is treated as a success as the mercenaries hurry to investigate the distraction. If the PCs attempt to create a distraction two 24-hour periods in a row, the DC of the Stealth check for the next 24-hour period increases by 1. Downtime Activities: A PC can use the Maintain Readiness
Fortify Position: If the PCs select an especially well-hidden spot (as noted in The Golden Thread Features on page 8), they gain a +2 bonus to their Stealth checks. Identifying well-hidden spots requires a successful DC 22 Engineering or Survival check. Nocturnal: PCs who sleep during the “day” and are active while most of the mercenaries are asleep gain a +5 bonus to their Stealth checks for the 24-hour period they’re nocturnal. However, this leaves such PCs vulnerable to being noticed while resting. If a PC is not in a location designated as well- hidden, there is a cumulative 20% chance per day that one of the mercenaries (determined randomly) will enter the room while the character is resting. A PC keeping watch can try to spot approaching mercenaries with a DC 20 Perception check; on a success, they hear the approaching mercenary in time to rouse everyone. To avoid notice, the PCs must either leave the room or succeed at a DC 25 Stealth check to hide (none of the bonuses granted above apply to this check). The particular features within a room, or defensive preparations the PCshave made, might increase or lower this DC, at the GM’s discretion.
******************************************
DM:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
And with that, your score-to-end-all-scores takes off, with you on it. The first part of the adventure is seeing how long you can last on this ship without getting caught, violently taking over, and/or looting it. It's going to take me some time to set up some handouts, but I'll try to get to it today.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
...and wa- "Attention all crew, we are clear for take off. Estimate time of arrival to Fortune’s Heart is 6 days from launch. Lock in, it's just us on this big boy."
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
The team ducks out of sight, but Chip blows it. He dives out of sight, but inside a service closet.... where there's no escape without giving it all up. the Kalistocrats take things like this seriously, so the whole team waits until they get off so you can figure out your next moves looking for the Score-to-end-all-scores. So you wait.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
OPEN FIRE!!!! Pulling up to the glitching arc, the Starfinders have a great chance. Still, the King Xeros isn't helpless and opens with:
GUNNERY PHASE:
DRAKE STATUS:
********************************************
Phase Tracker:
”ROLE PHASE”:
ENGINEERING PHASE:
HELM PHASE (Initiative):
HELM PHASE:
GUNNERY PHASE:
Game Master Only: SHIP: Systems Status: Starboard and turret weapons: Glitching Hull: 57/75 Shields: Forward: 12 Port: 50 Starboard: 50 Aft: 50
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Wow, what a week... Sorry! The Esowath Explorers have an automated sensor array to identify the nearest massive biological entity; this provides you with the distance and direction to Vossi. Before long you can see them ahead! Those two eco-terrorists are riding Vossi! They try to break away quickly! Survival (Keep Pace): 1d20 + 11 - 3 ⇒ (8) + 11 - 3 = 16 on the dot! CHASE! Round 1:
VEHICLE 2
THE CHASE!
DM:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Apologies for being slow. The Verizon outage and work are conspiring to make the send of the semester a Sysphean task. Posting from mobile now. Will get us up and running (so to speak) at lunch.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
You're staying in the same hex? No movement?
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
My bad. I started on the handout, but remembered that is View Only by design. Let's get Dirk and Stell placed on the Tactical Map
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Will open Gunnery as soon as Rattus posts, but Gletch is pretty confident.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
It's not easy, but Aldo's bluff works. The anacites point the team in a direction, and thankfully it's towards your destination anyway. That smooth move earns the team 3,200 XP. You make your way to, and then on the Golden Thread. That's when it hits you that you're about to try and steal a LOT of money. Just as you're about to access the computers to find the right hold and acess code, the crew returns! Not good. There's no way off the ship, you've got to hid and then formulate a plan. Everyone, no exceptions, needs a Stealth check. No other skill is allowed
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
To top it off, my work laptop died. The team jumps into the Esowath Explorers. They each hold 4. There's a gunnery station too. To divide up, simply put your minis in the correct spot. Once everyone is placed, the chase begins!
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Sorry, work was INSANE! the King Xeros tries to put you in its port side, hoping to protect its damaged hull. Piloting: 1d20 ⇒ 2, but for all its fancy flying it does little to make it harder to hit. HELM PHASE:
********************************************
Phase Tracker:
”ROLE PHASE”:
ENGINEERING PHASE:
HELM PHASE (Initiative):
HELM PHASE:
GUNNERY PHASE:
Game Master Only: SHIP: Systems Status: Starboard and turret weapons: Glitching Hull: 57/75 Shields:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Sorry, work was INSANE today. I'll move forward tomorrow morning. Feel free to keep claiming things until then.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
"Oh, very useful out here. After having to deal with packs of occasionally aggressive compsikanias, Esowath Conservancy biologists created anti-venom specifically intended to counteract the small creatures’ debilitating bite." Muldoi goes on to describe the exact creature type from which you ran.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
You arrive at the Horse Eye Orbital Plate without incident, recognizing it from your theft of the "Oliphaunt". The station’s docking bays are not connected to one another from the outside; after you disembark from the shuttle, you pass through a security station where your fake identities are given a cursory inspection. You can make your way through the interior of the station to the docking bay of the commerce barge, a ship called the Golden Thread. Anacite workers and security patrols move through this area... Upon nearing the Golden Thread’s docking bay, you hear a whir of machinery; a patrol of anacite sentries approaches! Sneak past? Create a diversion? Fight?
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
The vesk sees Volitaire wince, "Aye. Don't kill him if AT ALL possible. I feel you. Use Stell's rapport to your advantage. " Pleased with your willingness to try, Muldoi hands over supplies from the depot:
Once people lay claim, I'll advance.
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Damn. Well, we had measures in place, but he must have slipped through." Before long your destination looms large. The communications bunker is a well-concealed fortification built into the side of a steep hill, with a communications array disguised among trees at the hilltop. The bunker’s entrance is behind a few large rocks disguised to blend in with the terrain. Muldoi has the codes necessary to enter the bunker, and gets you in quickly. Inside, lights indicate an incoming message broadcast on a broad array. Holo-projectors and vid-screens flare to life, projecting the image of a well-dressed haan standing on a stage featuring smashed orchestral instruments and a dead barathu. He speaks directly to the camera with calm determination, “Technological tyrants of the Pact Worlds, for too long the natural order in the galaxy has been disrupted by your machines and your machinations. It is time to sweep your metal and circuitry off the face of the world, off all worlds. I, Ipsoth, shall lead my children into a glorious revolution of nature. We shall execute one hostage for every hour technology remains on Ukulam. I am watching.” Before the message cuts out, the feathered renkroda Vossi strides behind the stage and into the Ikal Expanse, ridden by two terrorists with sniper rifles. Muldoi and Radaszam confer for a moment, "Look, we both intend remain in the communications bunker to monitor the situation and request support from Esowath Nexus; the communications bunker is far enough from Ipsoth’s signal jammer to operate normally. Unfortunately, aid is hours away, at best." Radaszam seizes upon the opportunity for the Starfinder Society to further demonstrate its worth to the Esowath Conservancy. He asks, "Can you return to the gala and eliminate Ipsoth before he executes any hostages? First locate and neutralize Vossi on your way back to the gala site."
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
No, the vaguery is 100% a reference to you mentioning you could do either! Sorry! The captain rallies to press the offense! HELM PHASE (Initiative):
********************************************
Phase Tracker:
”ROLE PHASE”:
ENGINEERING PHASE:
HELM PHASE (Initiative):
HELM PHASE:
GUNNERY PHASE:
Game Master Only: SHIP: Systems Status: Starboard and turret weapons: Glitching Hull: 57/75 Shields:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
The opening shot by the Starfinders is perfect! CRIT: 1d100 ⇒ 31 Arc: 1d4 ⇒ 4 Starboard weapons and turret are now glitching ”ROLE PHASE”:
ENGINEERING PHASE:
Azlant Engineering:
Divert: 1d20 + 19 ⇒ (5) + 19 = 24 12 Shields to Forward arc ********************************************
Phase Tracker:
”ROLE PHASE”:
ENGINEERING PHASE:
HELM PHASE (Initiative):
HELM PHASE:
GUNNERY PHASE:
Game Master Only: SHIP: Systems Status: Starboard and turret weapons: Glitching Hull: 57/75 Shields:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Forgot a couple of things: Drift Return: 1d6 ⇒ 5. Also, the FireStorm levels up too. It's off to the Plate. The Horse Eye Orbital Plate is a miles-wide factory that orbits above Aballon, moving so it always faces sunward. Its upper levels are covered with solar panels that provide power, the central levels are habitats for workers and visitors, and the lower levels are dedicated to construction. Originally a joint venture between the anacites and people of Golarion, most of the Horse Eye's shareholders are humans along with some halflings and dwarves. The Prophets of Kalistrade hold the longest contract and send out a gold-clad commerce barge into the Vast every month. Hundreds of representatives of corporations constantly vie for rental rights to the construction yards. All shareholders have unlimited and undisputed access to (but rarely actually use) the platform's services, and only their associates are allowed to use Horse Eye's construction yards. Drift to (half): 1d6 ⇒ 6 = 3 Days You guys ready?
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
Rattus was that a stunt pilot check or anything of the like? The ships engage and the duel begins! The King Xeros opens fire. You're too far for the spike on its prow, but they take a shot wit htheir fire projectors: Gunnery: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 The shot misses due to range! GUNNERY PHASE:
********************************************
Phase Tracker:
”ROLE PHASE”:
ENGINEERING PHASE:
HELM PHASE (Initiative):
HELM PHASE:
GUNNERY PHASE:
Game Master Only: SHIP: Systems Status: Shields:
| The Death of Kortos IV | Fly Free or Die | | Ship Roles |
fire projectors are a unique weapon apparently. They're magical flame throwers that function as a medium range laser canon.
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