Gletch's spell harries the Azlanti, giving the party a distinct advantage.
Gold-Flecked Black makes a clean shot on one of the other guards while Aldor takes aim. The captain, distracted as he is, never sees the kill shot coming! Aldor drops the captain. Far from surrendering, the others give a rallying cry to see this to the end!
Moving Rattus to Black Rattus immediately follows it up with a shot on the other harried guard.
The remaining retreat a bit and open fire, spraying as much gunfire as possible:
Black v. Rattus:1d20 + 11 - 4 - 2 ⇒ (1) + 11 - 4 - 2 = 6 MISS
Black v. Rattus:1d20 + 11 - 4 - 2 ⇒ (18) + 11 - 4 - 2 = 23 for DMG:1d8 + 3 ⇒ (7) + 3 = 10 Blue v. Gold-Flecked Black:1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19 MISS
Blue v. Gold-Flecked Black:1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 MISS
White v. Gold-Flecked Black:1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 MISS
White v. Gold-Flecked Black:1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 MISS
Round 3:
Gold-Flecked Black (SP: 35/25): Hit
Aldor (SP 23/40): Kill
Rattus (SP: 34/56): Hit
AEON Guard (Black surpressed): ATK
Gletch (SP: 13/29): Go
The slug slams into the leader, Ipsoth, but the terrorist's exoskeleton causes it to richochet off without harm Damage Resistance Round 1:
Ashtif (SP: 27/35): Hit
Volitaire: Hit
Zynn (SP: 31/45): Hit
Eco-Terrorists (Black will cower in R1): ATK!
Stell (SP: 24/36): Hit, No DMG
Dirk: Go
Chip connects, but it's not enough to bring the last robot down!
ROUND 3:
Angel: Go
Aldo: Go
Kaz (SP: 39/59): Go
Security Robots: TBD
Chip: TBD
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
Kaz tries to end it quickly, and while he connects twice, the robot continues to fight back. Surely the fight will attract attention any second
It punches at Kaz:
ATK:1d20 + 12 ⇒ (19) + 12 = 31 for DMG:1d8 + 6 ⇒ (7) + 6 = 13
ROUND 2:
Angel: Premature hit
Aldo: Crit Kill
Kaz (SP: 39/59): Hits
Security Robots: ATK
Chip: Go
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
Chip's shot is off, but Aldo's help means the drone connects! The robot seems to be made of pretty stern stuff.
A moment later Aldo blows its head clean off!
ROUND 2:
Angel: Premature hit
Aldo: Crit Kill
Kaz (SP: 52/59): Go
Security Robots: TBD
Chip: TBD
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
Dirk preps while Stell takes the shot. Meanwhile Vossi gives a huge roar! Will:1d20 ⇒ 4 The eco-terrorist next to the enraged Rekondras turns white in fear!
SURPRISE!:
Ashtif: Standard
Zynn: Standard
[b]Round 1:
Ashtif: Go
Volitaire: Go
Zynn: Go
Eco-Terrorists (Black will cower in R1): TBD
Stell: TBD
Dirk: TBD
Aldo and Angel connect to further damage the robot. They step in and literally back and it's increasingly likely that someone is going to hear this...
Slam v. Kaz:1d20 + 12 ⇒ (12) + 12 = 24 MISS
Slam v. Kaz:1d20 + 12 ⇒ (12) + 12 = 24 MISS
Thankfully they both wiff!
ROUND 2:
Angel: Miss
Aldo: Hit
Kaz (SP: 33/59): Kill
Security Robots: ATK
Chip: Go
ROUND 2:
Angel: Premature hit
Aldo: Go
Kaz (SP: 33/59): Go
Security Robots: TBD
Chip: TBD
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
Chip and the drone soften up the closest robot, which is all Kaz needs to end it!
Angel misses, and the battle continues. Everyone knows that if it rages too long, you'll get caught...
ROUND 2:
Angel: Miss
Aldo: Go
Kaz (SP: 33/59): Kill
Security Robots: TBD
Chip: TBD
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
Rattus shoots from point blank range, but the aeon guard dodges it. The captain also dodges, Aldor's shot, but the team is bolstered by the envoy's words.
When Gold-Flecked Black takes aim though, the Starfinders deliver a CLEAR message!
The Aeon Guard isn't so easily defeated though. Obeying orders, the sailors all open with grenades aimed at you while you're clustered, while the captain, severely wounded, begins a complex spell.
Black's Frag:1d20 + 11 ⇒ (18) + 11 = 29 for Piercing DMG:2d6 ⇒ (6, 3) = 9REF DC 14 for half
Blue's Frag:1d20 + 11 ⇒ (16) + 11 = 27 for Piercing DMG:2d6 ⇒ (4, 3) = 7REF DC 14 for half
Whites's Frag:1d20 + 11 ⇒ (4) + 11 = 15 for Piercing DMG:2d6 ⇒ (3, 6) = 9REF DC 14 for half
I'm so very sorry. End of the semester kicked my ass (new LMS). I'm back full time now come hell or high water.
Gletch prepares with some back up before opening the door to some chaos. A floating brass cube, its sides covered with countless shifting glyphs and sigils, spins slowly on its corner atop a low crystal plinth. Its base is heavily augmented with cables and processing boards, fanning out to an elaborate network of computer screens and video monitors akin to most starship command centers that runs the perimeter of the room. Two crystal doors stand in the wall opposite the stairs, the wall between them set with a cylindrical chamber containing an iridescent spindle aeon stone held in place by tendrils of electricity.
An Azlanti captain frantically orders work out of his team of three. Upon seeing a boarding party, he turns everyone's attention to combat!
The party takes position... Goa ahead and place yourselves. If you're off the map, indicate how far and in which direction. Someone can designate Vossi as a companion or a combatant.
Kaz, it can help us out if you include the DC of your grenade. They're akin to spells for the DC. Don't need to check on those rolls though, that's 3 fails!
Kaz drops a shock grenade. The electricity pops and zaps, but nothing like a frag grenade.
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
Ashtif: 32
Dirk: Go
Stell: Go
Volitare: 5
Zynn: 21
I missed Stell's question about the vehicles. You'll have to leave them far enough behind that they don't appear in this scene, though I like that thinking. Vossi can either run amok, or act as a single animal companion. The scenario is a little vague, but I'll say that with the scores shown thus far, so long as either remaining PC passes, Vossi can push you over the edge so that you can start anywhere.
It will just turn it off for everyone if you all go through quickly.
With the trap disabled, the party rushes forth into the teleportation chamber. You emerge instantly in cramped, but nice quarters. There's a door in front of you and there are clearly the sounds of people working like made to repair damage. There's one voice in there barking orders, and likely...3 more? Following them.
ROUND 1: Angel: Go
Aldo: Go
Kaz: Go
Security Robots: TBD
Chip: TBD
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
downtime activity to gain a +2 bonus to their next Stealth check to hide. A PC who uses the Secure Area downtime activity grants a +2 bonus to the next Stealth check to every character hiding in that area.
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.
******************************************
TACTICAL MAP Location: [i]Golden Thread GM’s Tracker Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round - Gravity:Normal Atmosphere: Lighting: Normal Battlefield terrain: Normal
No time to explain, let me sum up. With a +4 from Angel to hit the DC 25:
Aldo: FAIL
Angel: FAIL (his was included in the roll)
Chip: PASS
Kaz: FAIL
Response:1d2 ⇒ 2 While venturing out, the party makes a mistake. It's not just the crew to worry about. There are autonomous security robots! You're spotted, but if you take them out fast enough, maybe, just maybe you can stay hidden if you hide the signs of the fight!
Gletch is fascinated by the ancient nature of the whole set up, and it seems that this is going to be a blind teleport, BUT the gnome notices some things that are off. They're off in a more modern, predictable way - there's been a series of electronics added. He concludes that this is short range, so it's likely to somewhere else aboard. Furthermore.... it's trapped. Engineering to disable, but Gletch thinks the presence of an AEON stone would also turn it off.
Volitaire records, listening. The manifesto posits that use of technology on wildlife to be a perversion of natural law. They believe that native species should thrive or die without the intervention of sentient creatures’ meddling. Ipsoth is outraged that the Conservancy would not only capture a feathered renkroda under the guise of medical care, but keep it caged just so wealthy off-worlders can gawk at it. They justify the use of violence to force the Esowath Conservancy to remove all agents and technology from the continent of Ukulam.
A situation handled more clearly with 2e rules. Using Vossi as a distraction. For Stealth the module gives a specific mechanic that allows you to get into position before initiative. It's a simple function of the party scoring enough successes after everyone rolls Stealth (whether sneaking or not.) Feel free to 1. Roll Stealth. 2. Put yourselves where'd you'd like. If you want to stay off the map in cover, indicate how far off in feet/squares.
I'm going to say that if you're off the map, you can assume cover. I'm all ears on a distraction. I'll pick up the action at the edge of needing to roll anything. You're off the map for now, but close enough for...
Ipsoth stands on the stage, while the ecoterrorists are posted around the gala site where they have clear sight to each other, the hostages, and Ipsoth. Ipsoth is giving a speech, broadcasting his manifesto to Castrovel using the gala’s infosphere feed.
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.
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...
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 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.
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.