Sorcerer

Laeshin the Scarlet Starlet's page

70 posts. Organized Play character for Cantriped.


RSS

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>
Wayfinders

I would be more interested in running the AP outside of SFS; especially if it gave me the opportunity to play a Legacy (or otherwise restricted) Race. The SF Core Races don't really appeal to me; except for humans, I love me some humans.

Wayfinders

1 person marked this as a favorite.

"How convenient!" Laeshin exclaims, "I do believe I am escorting a Professor Farnsworth to that show."
Day Job: Courtesan: 1d20 + 7 + 5 ⇒ (14) + 7 + 5 = 26

Wayfinders

The scenario was quite enjoyable, thank you for such an awesome introduction to SFS.

Wayfinders

Alledisil wrote:
The Day Tripper now gets an Attack of Opportunity with any gun, to the aft of the Lawblight!

The Gunnery Phase is afterward, but note the special ruling above. AoO have some special rules to simulate the dramatic reality that we (or they had I passed them instead of vice-versa) would have had plenty of opportunity to line up a shot with any of our guns as they passed us. I think that we target their aft because they failed their maneuver. They would have provoked regardless of success on that maneuver, but would have been facing our rear arc.

Wayfinders

Round 7 - Helm
Evade (DC 16) Piloting: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16: Forward 1.

Wayfinders

Round 6 - Helm
Fly: Forward 2, Turn R, Forward 2, Turn R, Forward 2, Turn L.

Wayfinders

Round 5 - Helm
Stunt: Evade (DC 16): Forward 2, Turn R, Forward 4, Turn R, Forward 2, Turn R.
Piloting: 1d20 + 7 ⇒ (6) + 7 = 13 (Failure, but not by enough to suffer penalties...)

Wayfinders

The heavy laser isn't available in Round 4's Gunnery Phase, it is locked forward and facing them would have exposed an unshielded arc to enemy fire (which I wouldn't have already known would miss during my Piloting phase in a FtF game).

Wayfinders

Round 4 - Helm
Fly: Forward 2, Turn L, Forward 2, Turn L, Forward 2, Turn L, Forward 2.
Laeshin guns the engines as the enemy pilot begins their flyby, swerving left in a long arc to bring them back into view on the starboard side.

Wayfinders

We did win Initiative. Meaning they moved first, outting their back againt the wall.
It wasn't ideal, but Laeshin was ordered to keep the enemy in our forward arc, combined with the terrain, and our relative maneuverability indicated to me that turning in place was the best solution. I was concerned that trying to dog-fight there would have left us where the enemy could get behind us.
I'd have tried evasive maneuvers...but I'm afraid to try a stunt in the Day-Tripper, the DCs are high enough I'm more likely to fail than succeed.

Wayfinders

Round 3 - Helm
Turn In Place: Turn L x3

Wayfinders

"I'm sorry captain! I'm doing the best I can, but the Day-Tripper isn't quite as maneuverable as the Skull-Crusher was... and the enemy pilot is good, really good. Laeshin complains over his shoulder, eyes locked to his console.

Wayfinders

Round 2 - Helm
Fly: Forward 2, Turn R, Forward 2, Turn L, Forward 2, Turn L, Forward 2, Turn L.

Wayfinders

It doesn't matter because they are resolved simultaneously, but CRB 317 indicates that Gunnery Phases occur in the same order as Piloting Phases. I.E. we were supposed to have taken our Gunnery Phase after they had moved, but before they had fired... I think it is to give the enemy gunner the advantage of knowing what our action will be.

Wayfinders

Laeshin lets the engines idle for a moment, floating motionless while he waits for the enemy to come to him.
Helm - Round 1:
Idle: No Movement.

Wayfinders

Bonus Helm Phase
Position/Facing Adjustments: Turn L, Backward 4, Turn L.

Wayfinders

"Aye captain!" Laeshin replies, concentrating on the Helm's controls.
Piloting: 1d20 + 6 ⇒ (14) + 6 = 20 (not including circumstantial bonuses)

Wayfinders

"Taking shelter in the wreckage to rest is a good plan." Laeshin agrees as we cleans his blade with a kerchief before sheathing the sword. Then he draws his flashlight, and begins stepping towards the wreckage to search it.
Laeshin will check for danger as he approaches the weckage, and again just inside of it.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Wayfinders

Laeshin swings again, intent on felling the beast himself.
Round 4
Melee Attack: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 (with Flanking Bonus)
Longsword Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Wayfinders

Reflex Save: 1d20 + 4 ⇒ (1) + 4 = 5

Wayfinders

Round 2
Laeshin makes another pistol attack, followed by a guarded step S/E (back into his previous square, but still too far for him to engage in melee).

Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 ⇒ 1 F

Wayfinders

"It doesn't look pleased to have company, does it?" Laeshin says, ducking out of its reach before firing at it with his captured laser pistol.

Round 1
Take a Guarded Step N/W, and make a single ranged Attack.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 4 F

Wayfinders

Laeshin brings up the rear, drawing both of his weapons and keeping an eye out behind them as they move towards the wreckage.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Wayfinders

Spoiler:
As a semi-melee-envoy I agree that would have been nerve wracking for me as well.
It was odd for trap design, but to be fair; the module does at least include multiple opportunities to mitigate the effects of the storm, its was just off-putting that all of them were prepratory. If we look at it as a resource-tax instead of as an encounter that makes it seem much more reasonable.

Wayfinders

Spoiler:
Alledisil wrote:
Mechanically, this was a pretty nifty pseudo-trap. 3 rounds of reflex saves against the crystals, but you all got a +4 to all saves during the storm from Sefel and Hokhuckx's Survival checks to warn you to close your atmo seals. Additionally, by chewing on the plant bulbs, you gained a +4 to the fort saves against the poison effect, which saved Aazanar's butt. SF scenarios like to do cool one-off environmental or story-dependent effects like this.

Not that it is your fault, but from a design perspective that was a pretty atrocious encounter. If there was explicitly nothing we could do about the storm in combat-time to change the outcome, it shouldn't have been resolved in combat time at all. As it was, that wasn't an encounter so much as a punishment (in that the outcome was basically predetermined before it had even begun). It was a narrative crutch designed to either artifically deplete our resources or punish us for failing to acquire skills/items we had no way of knowing we'd need at the time...

I could see how such a hazard would be mechanically interesting if it had been used appropriately by the designer (such as during an actual encounter where there were enemies, or terrain that wasn't purposfully designed to foil any attempt at protecting ourselves. The hazardous walls of the previous combat are a much better example because there were actually solutions to the problem they posed.

"I agree that we should move on, I don't want to be caught out in the open when another storm like that one stirs. On the other hand, if we see a safe-looking cave on the way we should stop and take a brief rest there. The Unbound Wayfarer has been here for some time, and it might have become infested with gods knows what." Laeshin says, brushing noxious dust off of his suit.

Wayfinders

Okay, so we aren't going to die horribly, but the other question remains. Is there anything we can do in combat-time to improve our chances?
We can't run because we can't see where we are going (CRB 248), but trying to move out of the storm as fast as we can is a good idea.
It was mentioned we could see craggy rocks, were any of them large enough that we can take cover up against them? Even partial cover would help.

Wayfinders

So... if we are 15 minutes from either the Crash Site or the Day Tripper, there are 28 Rounds of storm remaining (just under 3 minutes), and there was no shelter within view before the storm wiped out our visibility... than is there anything we can do to protect ourselves from probable death?
For example; An environmental hazard isn't an enemy (significant or otherwise), so I cannot use Inspiring Boost to counter the incoming damage. Nor does my mass produced tent protect against environmental hazards (assuming I had it on me, or had time to set it up).
Unless we do something, we'll be taking an average of between 11 and 32 damage each, depending upon reflexes.

Wayfinders

A little shaken from having nearly put an astroid-sized dent in the Day Tripper, Laeshin spends an inordinate amount of time going over his pack to ensure nothing important to his survival is missing, and then stretching to ensure that he's "appropriately warmed-up and limber", before finally joining the others.
Survival (Untrained): 1d20 ⇒ 10

Wayfinders

Probably, but between the ship's bonus (which I wasn't able to find) and whatever the new (hopefully lower) DC for finding the optimal path maybe we'll squeeze through.

Wayfinders

Laeshin waves at Sefel as he entered the bridge. "Long time, no see! I have to admire your work ethic. There wasn't much for me to do except reread the Day Tripper's field manual and catch up on my Space-Operas."
A few minutes later... "The course is plotted in, all that remains to be seen is if I can thread the needle."

Piloting: 1d20 + 6 ⇒ (7) + 6 = 13

Wayfinders

"Thank you very much sir!" Laeshin pipes up after the Venture-Captain finishes his explanation. "I think we all look forward to the opportunity to go to Ulmarid."

---

Later, when they've finished their conversation with the Venture-Captain:
"With your permission Captain, I'd like to plot our course for Absolom... and then have a look over everyone injured aboard the enemy vessel. Only the old gods know what you might catch on a Corpse Fleet ship."

Wayfinders

Likewise!
My first daughter was born early yesterday morning, and we've only just brought her home. I will miss sleep, sleep was nice.
I'll have a post up shortly I think.

Wayfinders

"Something feels off... I thought the captain goes down with the ship... so where's this one's. Laeshin ponders, looking around while the others see to the computer hacking.

Wayfinders

Sefel Lamunesh wrote:

"Yes, I think a short rest is in order. Then we carry on. Let's follow Aazanar and Kultha's lead. Did somebody still have spare laser pistol batteries floating around? I can transfer charges to max out everyone's in-hand pistol before we move on."

I only brought the inclosed Battery for this one, but it is still mostly charged I think. I'm glad I went back to my quarters for it, ballistic ammunition is so difficult scavange for these days." Laeshin replies.

Wayfinders

Sorry I'm late... Spontaneous trip kept me from posting.
"We did damage the hull fairly baddly," Laeshin says, having happily collapsed into a heap near the others when they called for a rest. "and they seemed desperate to start with... the crew might not even be able to organize a last stand. On the other hand... they could also be planning to soften us up with hazards and expendable crew members so that the bridge crew can finish us off. If we fall here they'll either get the skulls they need, or board the Skullcrusher and be on their way. A win, win for them either way." Laeshin continues.
He leaves his Lantern at the intersection while they rest, but retrieves it before the group moves on.
After we've rested, Laeshin will sheath his sword, retrieve his Lantern, and go back to carrying his captured Laser Pistol in one hand and the Lantern in the other.

Wayfinders

Laeshin knows he shouldn't, but he cannot help but take a swipe at the skeleton before begining his retreat...
Round 2
Laeshin attacks the Red Skeleton with his drawn Longsword, then makes a guarded step behind Aazanar.
Melee Attack: 1d20 + 4 ⇒ (14) + 4 = 18 (Including Opening Volley; CRB 160)
Longsword Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Wayfinders

I also apologize for losing my temper. What I meant by "covering" was that Laeshin was holding his lantern up, and pointing both lantern and pistol down the short, north-leading corridor perpendicular to the central. I hadn't intended for him to move at all until Aazanar had searched both the northern and southern corridors running parallel to the central one.
Per Retcon Laeshin would still have dropped the Lantern in his space (now adjacent to Hokhuckx), and fired his captured laser pistol (which might now have missed due to darkness. In lieu of the Guarded Step he'd have drawn his Longsword following the pistol shot.
Laeshin shook his head to clear his thoughts, realizing the Skeletons wern't as close as he'd thought.
"There are two more over here!" Laeshin exclaimed.

Wayfinders

First off, why the **** was my character moved there? That is not the action I declared... nor would I have been stupid enough to march my squishy self around a dark corner on an enemy vessel, without my melee weapon drawn, and at the cost of losing sight of half of my allies... *Sigh* Moving on...

Sensing his impending doom, and wondering why he was even there, Laeshin drops his lantern to clutch at his thankfully minor injury. He doubted he'd be so lucky next time, so he took a step back and fires blindly at the skeletons.

Round 1
Laeshin drops his lantern, takes a Guarded Step towards the central corridor (I.E. 1 square due south), and attacks the Red Skeleton with his captured laser pistol.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 2

Wayfinders

Nope, sorry...10-foot Radius. Don't know how I misquoted that straight from the book.

Laeshin covers the left-hand corridor with his Lantern and pistol while Aazanar searches the right.

If/when Aazanar advances up the central corridor, Leashin will bring up the rear.

Wayfinders

1 person marked this as a favorite.

Laeshin follows close behind Aazanar.
"I suspect the energy ruptures we saw arcing across the hull extend into the interior as well, we should be careful what we touch... everything about this place gives me shivers."
Actually I've got a Lantern out right now. It produces a 20-foot radius of light (as opposed to the 20-foot cone produced by Kultha's Flashlight) (CRB 220).
I have a Flashlight too, but I figured that since others have cone-lights out, a radius-light would allow us to see ambushers comming up behind us. I also thought I could more easily set it down to provide myself some light to fight by without occupying a hand.

Wayfinders

Sorry, could have sworn I'd posted more recently...
Laeshin is the last to arrive in the cargo bay, having gone back to his quarters to retrieve the captured laser pistol he had left there. He enters the cargo bay with his environmental field active, holding the pistol in one hand, and carrying a lit lantern in the other. He advances cautiously towards the hallways, peering down each in turn, with his light held high.

Wayfinders

As the 'Threnody finally lists and returns to death, Laeshin leans back in his seat with a long sigh. The Venture Captain's transmission brought him out of his brief reverie.
"Aye Captain, I'll maneuver us to dock with the 'Threnody's cargo bay immediately." Laeshin reports over his shoulder to Aazanar as he mans the helm once again.
Piloting: 1d20 + 7 ⇒ (14) + 7 = 21

Wayfinders

Correction, according to FAQ; the DC for Back-Off is actually 13, not 14; but I still succeeded.

Wayfinders

1 person marked this as a favorite.

Round 12 - Helm
Actually, I don't think I have to Move through the Threnody's space at all.

Stunt (Back Off; DC 14): Backward 1
Piloting: 1d20 + 7 ⇒ (11) + 7 = 18 [Success!] Although even if I had failed, I still would have retreated 1 hex. Plus it is an easier check than Flyby.

"Damnit..." Laeshin curses as he realizes that they are about to over-shoot the Threnody. He flips a switch, setting the reverse thrusters to maximum burn just long enough to bleed off the Skullcrusher's extra momentum and put some distance between them.

Wayfinders

Round 11 - Helm
Fly: Forward 6, Turn R

Wayfinders

1 person marked this as a favorite.

Round 10 - Helm
Fly (12 Speed including the +2 Speed from Divert To Engines): Forward 3, Turn L, Forward 6, Turn L, Forward 1, Turn L, Forward 1, Turn L.

"Thanks for the boost Kultha!" Laeshin replies over the intercom.

Wayfinders

Round 9 - Helm
Fly: Forward 8, Turn R, Forward 1, Turn R.

Wayfinders

Round 8 - Helm
Fly: Forward 1, Turn R, Forward 3, Turn R, Forward 2, Turn R, Forward 2, Turn R.

Wayfinders

Surprised and dismayed by the enemy pilot's skillful flip and burn, Laeshin swiftly begins attempting to maneuver the Skullcrusher back behind the 'Threnody.
Round 7 - Helm
Fly: Forward 2, Turn L, Forward 2, Turn R, Forward 1, Turn R, Forward 1, Turn R.

Wayfinders

Round 6 - Helm
Turn In Place: Turn L

"I'm bringing our forward cannons to bear; Light up their engines at your pleasure." Leashin says as he easily pivots the Skullcrusher to face the 'Threnody's aft.

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>