Golden Orb

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7,598 posts. Alias of Chris Marsh.


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| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER

White: 29
Blue: 3
Black: 6


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Zynn makes like an old timey fencer in a Vid. The slash is no joke though! It's not quite enough to finish the man off, but it's close.

Round 2:
Ashtif (SP: 27/35): Go
Volitaire: Go

Zynn (SP: 31/45): Hit
Eco-Terrorists (): TBD
Stell (SP: 24/36): TBD
Dirk: TBD

Tactical Map

DM:

TRACKER
Red: 34
Black: 8
Blue: 25
White: 2


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Which bad guy? I'm going to assume white since that's the one closest.

Dirk takes aim and wings the eco-terrorist, but the wound is minor.

Round 2:
Ashtif (SP: 27/35): Go
Volitaire: Go
Zynn (SP: 31/45): Go

Eco-Terrorists (): TBD
Stell (SP: 24/36): TBD
Dirk: TBD

Tactical Map

DM:

TRACKER
Red: 34
Black: 8
Blue: 13
White: 2


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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

Tactical Map

DM:

TRACKER
Red: 34
Black: 8
Blue: 13
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Rattus REF: 1d20 + 9 ⇒ (10) + 9 = 19
Rattus REF: 1d20 + 9 ⇒ (9) + 9 = 18
Rattus REF: 1d20 + 9 ⇒ (14) + 9 = 23

Catching up. Rattus just needed REF saves.

All of the Aeon soldiers fire at your front line. the leader and one of The leader and one of the guards then move to take cover behind the engine.

Red v. Rattus: 1d20 + 13 ⇒ (14) + 13 = 27 for DMG: 2d4 + 7 ⇒ (3, 2) + 7 = 12
White v. Gold-Flecked Black: 1d20 + 11 ⇒ (5) + 11 = 16 MISS
Blue v. Gold-Flecked Black: 1d20 + 11 ⇒ (15) + 11 = 26 for DMG: 1d8 + 3 ⇒ (6) + 3 = 9
Black v. Rattus: 1d20 + 11 ⇒ (3) + 11 = 14 MISS

Round 2
Gold-Flecked Black (SP: 26/35): Hit
Aldor (SP 23/40): Hit
Rattus (SP: 32/56): ATK
AEON Guard: ATK[b]
Gletch (SP: 13/29): Go

Round 3
Gold-Flecked Black (SP: 35/25): Go
Aldor (SP 23/40): Go
Rattus (SP: 44/56): Go

AEON Guard: TBD
Gletch (SP: 13/29): TBD


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER
Red (Captain): 94
White: 5
Blue: 3
Black:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Ashtif opens with a pair of hits!

The terrorist by Vossi simply cowers in the face of the rekrondas' power.

dirk and Zynn both find themselves engaged in hand-to-hand combat as they draw survival knives!

White v. Dirk: 1d20 + 4 ⇒ (19) + 4 = 23 Miss
Blue v. Zynn: 1d20 + 4 ⇒ (18) + 4 = 22 for DMG: 1d4 + 1 ⇒ (4) + 1 = 5

On stage, Ispoth summons a disk of pure force and hurls it forward!
ATK v. Zynn: 1d20 + 9 ⇒ (7) + 9 = 16 for DMG: 3d6 ⇒ (2, 6, 1) = 9

It ricochets:
ATK v. Ashtif: 1d20 + 9 ⇒ (14) + 9 = 23 for DMG: 2d6 ⇒ (6, 2) = 8

then to Stell!
ATK v. Stell: 1d20 + 9 ⇒ (19) + 9 = 28 for DMG: 2d6 ⇒ (6, 6) = 12

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): Go
Dirk: Go

Tactical Map

DM:

TRACKER
Red: 34
Black: 8
Blue: 13
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

I'll allow it! The question is WHERE though? Are you staying in the hall?


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Kaz quickly kills the robot! You don't hear footsteps, but there are absolutely wrecked robots that they'll see soon. Now what?

Regardless of what happens next, the party earns 4,800 XP.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Zynn and Volitaire both show off their training connecting quickly with opening barrages.

Yep! The large one. To get us moving again, I'll assume that one and advance.

Clearly not used to firefights, Ipsoth proves an easy target for Stell!

SURPRISE!:
Ashtif: Standard

Round 1:
Ashtif: Go

Volitaire: Hit
Zynn: Hit
Eco-Terrorists (Black will cower in R1): TBD
Stell: TBD
Dirk: TBD

Tactical Map

DM:

TRACKER
Red: 13
Black: 8
Blue: 13
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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

DM:

GM Book Links

Blue: 63


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Sorry, I dind't realize Kaz posted!

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

DM:

GM Book Links

Blue: 54


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Yep! The large one. To get us moving again, I'll assume that one and advance.

Clearly not used to firefights, Ipsoth proves an easy target for Stell!

SURPRISE!:
Ashtif: Standard

Round 1:
Ashtif: Go
Volitaire: Go
Zynn: Go

Eco-Terrorists (Black will cower in R1): TBD
Stell: TBD
Dirk: TBD

Tactical Map

DM:

TRACKER
Red: 13
Black:
Blue:
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Unfortuantely Zynn jumps the gun and fires too soon! Sorry, was waiting for others to post.

STell, which one are you aiming at?

SURPRISE!:
Ashtif: Standard

[b]Round 1:
Ashtif: Go
Volitaire: Go
Zynn: Go

Eco-Terrorists (Black will cower in R1): TBD
Stell: TBD
Dirk: TBD

Tactical Map

DM:

TRACKER
Red:
Black:
Blue:
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Aldor also connects, catching the captain off guard and giving everyone a shot at it!

Round 2
Gold-Flecked Black: Hit
Aldor: Hit
Rattus: REF + REF + REF

AEON Guard: TBD
Gletch (SP: 13/29): TBD


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER
Red (Captain): 94
White: 5
Blue: 3
Black:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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

DM:

GM Book Links

Blue: 10


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

STell, which one are you aiming at?

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

Tactical Map

DM:

TRACKER
Red:
Black:
Blue:
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Gold-Flecked Black's evasive skill is clearly one for the Starfinder Chronicles. His follow up is on target!

He and Rattus both connect, but the leader's defenses keep the full might of their attacks from harming him. still the leader is clearly injured.

Round 2
Gold-Flecked Black: Hit
Aldor: REF + REF + REF + Go
Rattus: REF + REF + REF

AEON Guard: TBD
Gletch (SP: 13/29): TBD


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER
Red (Captain): 62
White: 5
Blue: 3
Black:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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

DM:

GM Book Links

Black: 37
Blue: 10


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Starfinder is always round down. Gletch weathers the explosions, but his robotic help does not. He then spreads an array of missiles at the room.

Round 2
Gold-Flecked Black: REF + REF + REF + Go
Aldor: REF + REF + REF + Go
Rattus: REF + REF + REF + Go

AEON Guard: TBD
Gletch (SP: 13/29): TBD


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER
Red (Captain): 43
White: 5
Blue: 3
Black:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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

DM:

GM Book Links
Red: 49
Black: 10
Blue: 10


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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) = 9 REF DC 14 for half

Blue's Frag: 1d20 + 11 ⇒ (16) + 11 = 27 for Piercing DMG: 2d6 ⇒ (4, 3) = 7 REF DC 14 for half

Whites's Frag: 1d20 + 11 ⇒ (4) + 11 = 15 for Piercing DMG: 2d6 ⇒ (3, 6) = 9 REF DC 14 for half

Round 1
Gold-Flecked Black: CRIT REF + REF + REF
Aldor: Miss REF + REF + REF
Rattus: MISS REF + REF + REF
AEON Guard: ATK + Summon
Gletch: REF + REF + REF + Go


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER
Red (Captain): 41
White: 2
Blue:
Black:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

SURPRISE!:
Ashtif: Standard
Volitaire: Standard
Zynn: Standard
Stell: Standard
Dirk: Standard

Round 1:
Ashtif: Go
Volitaire: Go
Zynn: Go

Eco-Terrorists: TBD
Stell: TBD
Dirk: TBD

Tactical Map

DM:

TRACKER
Red:
Black:
Blue:
White:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Not accustomed to coordinated opposition, the eco-terrorists are less than perfectly prepared, though they were expecting a fight!

Hostiles: 1d20 + 1 ⇒ (13) + 1 = 14
Ashtif: 1d20 + 6 ⇒ (17) + 6 = 23
Dirk: 1d20 + 0 ⇒ (5) + 0 = 5
Stell: 1d20 + 5 ⇒ (5) + 5 = 10
Volitare: 1d20 + 0 ⇒ (16) + 0 = 16
Zynn: 1d20 + 1 ⇒ (14) + 1 = 15


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

BACK! Once again, sorry for my spotty posting. Life is at a manageable level of busy.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Gotcha. I'm trying to dot the final i on the semester. I'll just pick locations based on prose and get this party started.... right after Period 5.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Captain is RED

Round 1
Gold-Flecked Black: Go
Aldor: Go
Rattus: Go

AEON Guard: TBD
Gletch: TBD


TACTICAL MAP

Party Conditions: -
Terrain Conditions: The AEON engine provides cover
Enemy Conditions:

DM:

TACTICAL TRACKER
Red (Captain):
White:
Blue:
Black:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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!

Hostiles: 1d20 + 4 ⇒ (3) + 4 = 7
Aldor: 1d20 + 2 ⇒ (17) + 2 = 19
Gletch: 1d20 + 0 ⇒ (7) + 0 = 7
Gold-Flecked Black: 1d20 + 13 ⇒ (9) + 13 = 22
Rattus: 1d20 + 4 ⇒ (5) + 4 = 9


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Hey everyone. Sorry, storm + End of Semester has been a lot. I'll fire up once people take their places, but also post here so I know you're ready!


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.

REF Red: 1d20 + 7 ⇒ (2) + 7 = 9
REF Black: 1d20 + 7 ⇒ (4) + 7 = 11
REF Blue: 1d20 + 7 ⇒ (2) + 7 = 9

The electricity arcs all over them. They look like they can't handle that kind of energy.

All three level integrated weapons at Kaz:
ATK Red: 1d20 + 15 ⇒ (14) + 15 = 29 for DMG: 1d8 + 5 ⇒ (3) + 5 = 8
ATK Black: 1d20 + 15 ⇒ (18) + 15 = 33 for DMG: 1d8 + 5 ⇒ (6) + 5 = 11
ATK Blue: 1d20 + 15 ⇒ (14) + 15 = 29 for DMG: 1d8 + 5 ⇒ (2) + 5 = 7

It doesn't hurt so much as... make the big vesk feel numb.

ROUND 1:
Angel: Fail
Aldo: Fancy pants
Kaz (SP: 33/59): Grenade!
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

DM:

GM Book Links
Red: 24
Black: 10
Blue: 10


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Angel and Aldo both move quickly, trying to keep a general alarm from sounding.

REF: 1d20 + 7 ⇒ (17) + 7 = 24 Angel's gambit doesn't work, but Aldo's feint does! Red is flat footed to everyone until Aldo's Round 2.

ROUND 1:
Angel: Fail
Aldo: Fancy pants
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: Golden Thread
GM’s Tracker
Party Conditions: Inspiring Boost: Everyone | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere:
Lighting: Normal
Battlefield terrain: Normal

DM:

GM Book Links
Red: 14
Black:
Blue:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Even if not good, you should still roll. If you blow it, then we move you to distraction.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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

DM:

GM Book Links
Red:
Black:
Blue:


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

The security robots spot you and immediately fire up shields and weapons.

INITIATIVE:
Hostiles: 1d20 + 5 ⇒ (1) + 5 = 6
Aldo: 1d20 + 6 ⇒ (19) + 6 = 25
Angel: 1d20 + 8 ⇒ (18) + 8 = 26
Chip: 1d20 + 3 ⇒ (3) + 3 = 6
Kaz: 1d20 + 8 ⇒ (6) + 8 = 14


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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!


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

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.


| 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 1:
Ashtif (SP: 26/35, Pilot): Go!
Zynn (Gunner): On Deck
Volitare (SP: 11/30, Passenger): On Deck

VEHICLE 2
Stell (Pilot): Go!
Dirk (Gunner): On Deck

THE CHASE!
Victory conditions: Stay in the same zone for 2 rounds, Reach the gala, kill the riders, kill Vossi, get 1 zone ahead.

DM:

TRACKER
RED: 4
Black: 11
Vossi: 7


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Ahead, with no bulkhead between you, you can see it opens to quarters.

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