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GM Sedoriku's page

84 posts. Alias of Sedoriku.


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Magdalyn Varus wrote:
VK Mk-Z wrote:

@miteke

or

@somebody

Finished my character! (I think)

Hoping miteke or someone else would check out my character and approve it.

His name is Anigast he is my second character listed (my first one is a bust and a WIP so I'm using Anigast for now).

You can check my profile for his background. It is not my main concern for now but it will be appreciated if you would criticize it for me!

Character Sheet via Pathbuilder

Character Statblock via Pathbuilder

I gave it a quick skim and the only thing I noticed is you actually get 2 background traits, it looks like you've only chosen one.

Besides that I think it checks out! Granted I'm not a GM though, just a player giving it a look.

I agree; aside from only having one trait, it looks like your character is just fine.

On a different note, if I may give some advice, putting everything into Strength and Constitution raises an eyebrow.

the Suggestion:
As he is he'll be an absolute combat monster, but there is little he'll be able to help with outside of combat and most scenarios have a skill or social based element. But, considering the toughness feat and berserker of the society giving you extra Hit points and rounds of rage, you probably don't need that high of a Con score, and by dropping it to a 15 you free up three point buy points that you could funnel into other ability modifiers (such as Wis to boost your perception and will saves, Dex to boost your AC, Initiative, and reflex saves or Cha to be more persuasive or scary). Then when you reach fourth level you can bump the Con back up. However boosting the other scores to useful levels would take getting to level eight or paying money for a stat boosting item (and if you want to boost your Dex, you'd either loose out on a Str boosting one or have to spend even more....)

Don't feel you have to change your character at all though, it's just a suggestion. =)


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Welcome Darren!
It's great you're wanting to GM! Seeing as it's your first time, if you haven't already, I'd highly (the highest of highly) recommend you take a look at our valiant Venture Captain GM Hmm's amazing PbP GM kit!
It has a ton of useful information about how to run a good game in this format.

Also if you filled out the GM application document, you should be able to put your name in an open GM field in the spreadsheet. When I looked a few hours ago there was a couple of SFS games still open!

Finally, once more, welcome! It's good to see new faces.


Wait are we supposed to include all of the player's reputation? I thought that was for the reputation they accumulated that scenario. If it is, three should be enough (unless someone had a boon that lets them take a second champion boon in a scenario like 1-05 that gives two faction bonuses...)


Outpost is a new PBP Convention that is starting next year in March! Yay! There's more information about it in the post announcing it>>HERE!<<

I just looked that post over again and realized the offerings are going to be set, which piques my curiosity as to how that will be acheived.


I also have a few options, a level 3 medium who is currently just starting the final game of a six game run, and a level 6 cleric who I could dust off and fix a couple of things with. Or I could possibly run a level four pregen to fill in a gap or two.


GM Ewok wrote:

I like to have everyone post at once. Then the GM posts. It's a lot of work, in a short amount of time, for the GM, but takes about 1/3 the time.

You roll initiative for the pilot, then resolve both turns. Negatives of this method are: The captain can see the rolls before affecting them and sometimes the gunners have range/facing issues.

Overall, it's my favorite so far.

I've also seen a similar method to that where the GM rolls intiatives first and moves the enemy if needed. I really does move combat along much faster, but also makes more work for the GM.


Ohhh, this is interesting! Let's make a random character.

Random Combination: 1d280 ⇒ 198

198: 9, 9, 12, 14, 14, 16
Hmm, that's not too bad.

Strength: 1d6 ⇒ 2
9, 9, 12, 14, 14, 16
Probably not a melee character...

Dexterity: 1d5 ⇒ 2
9, 12, 14, 14, 16
Oh, good they can dodge so-so well.

Constitution: 1d4 ⇒ 4
9, 14, 14, 16
And they won't die imediately!

Intelligence: 1d3 ⇒ 2
9, 14, 14
Above average smarts, nice!

Wisdom: 1d2 ⇒ 2
9, 14
Okay, pluses to saves all around!

Charisma: 1d1 ⇒ 1
9

This stat line screams pre-errata Scarred Witch Doctor, but, as they now run off of intelligence, I'm a little unsure about what to make with this. A kineticist would use that high con well, but dislike that midling dex, and a kinetic knight would loathe the str. penalty.

I'm really not sure what to make with this, but a caster of some sort might be worth trying.


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I don't know when, but I think that has changed so you choose at the beginning of a scenario, so you can decide to go slow for one and then normal for another all at the same level, admittedly you will definitely advance slower.


I'd really be interested in seeing a bit more of how to prepare for a game, so please count me in!


Chronicles!

Thanks for playing everyone! Please let me know when you get your chronicle. And L.E.O. I assumed your profession roll was a take 10 I can change it if you want to actually roll it.

And Vahni, the secondary sucess condition was giving Talbot to AbadarCorp. Though you did also complete the no kill run as well, which is amazing!


Roger! I'll have chronicle sheets up tomorrow!


Ah blah, and I am blind! Thank you for pointing that out! So 734 credits for ye to play around with. And I just need a roll from LEO now.


Everyone is getting 719 credits plus what ever your die roll was. For example Fuskee rolled a 17 so he will be getting 726 credits. However looking back I see that you and L.E.O. gave me your bonuses and no actual rolls. Could you roll those now?

Also you met the secondary Sucess condition.


Talbot watches the group with dark eyes as they talk about his fate in front of him. When Vahni removes the gag on him, he tries to spit in their eye, before grimacing at the solarion. He stays silent for a bit.

Around town a few curtains start moving as people start realizing the group is standing in the middle of town. After a few of them realize just who it is tied up they start gathering on their front porches and a small crowd quickly builds. The townfolk unwilling to approach the obviously armed group hangs back and watches from afar.

Talbot gives a cruel smile as he realizes that he might have an advantage here, he looks around and opens his mouth to start shouting something before his eyes alight on Moktargarn and he deflates with a whimper.  

”Fine, fine I’ll talk. The Starfinders never gave me the credit or credits I deserved. When they decided to pass me over for a Venture-Captainship with all of those openings, I decided I’d had enough! But I wasn’t going to leave without taking my due. So I stole your ‘precious’ Philosopher’s Stone. Akiton’s markets are so volatile earning a few credits here would be easy and untraceable, so I thought I’d earn some credits here before Drifting out of the Pact Worlds. The stone was so easy to use and created such an amazing product, that it turned out to be such a disappointment when it proved to be defective…”

Here he pauses and looks at the crowd that has gathered, seeing their looks of disappointment, disgust and disillusionment. A few tears in his eyes well up as he address them directly. ”What i hadn’t expected was for the amount of love and trust that you would give me. I thought I’d just come in do my thing and be gone, but you proved to be more loyal and supportive than I ever expected. Please don’t think too bad of me for what i’ve done.”

His bit said he falls into a repentant slump. From the back of the crowd comes a slow clap. The clapping proves to be coming from Philit as he has his bodyguards clear a path through the crowd. He gives the group a broad shirren approximation of a grin and quickly sends to everyone, ”Well that was beautifully done, if I may say so. I was certain I’d have to send in Moxian and Moeian here for Talbot and your bodies, but here you are!” He then holds up a small recording device, ”You even got him to confess, which should make the trials and court proceedings significantly easier. Thanks for all of the hard work, I’ll see that you get the finder’s fee and the Society gets a letter of appreciation for your work.”

He nods at the guards who move in and pick up the bound man before turning and addressing the crowd of people gathered here. ”Talbot maybe a criminal and a cheat, but he is right about one thing, the people of Tasch are certainly a sight to behold. AbadarCorp has been looking for a better place than Maro, with it’s corruption and dilapidated-ness, to put a large shipping center. Your efforts to support that man, however misguided, are inspiring. If you’d be willing to work that hard for us, I’m sure my superiors would love to hire you! If there are no hiccups, we’ll start taking applications for positions early next week. You can find the types of positions and necessary documents on our page….” The shirren pauses for a second after giving the address, and quickly sends a message to you with a wink before turning back to the crowd and giving them the details of what they have to do to apply. ”There are plenty of rooms in the hotel, and I think I can swing for the ‘corp to cover them.”

The next morning the group sells all of the gear they found and with the 500 credit finder’s fee from Philit everyone gets on the shuttle home with a new shiny AbadarCorp credstick with 719 credits on it, along with a lot of signs of gratitude from the townsmembers of Tasch. As soon as everyone is back on the station, the overhead announcement calls you into Venture-Captain Arvin’s office.

The busy as usual lashuta turns off his screen and gives the group a long look. ”Well you seemed to handle that situation well, considering I got a letter of thanks from the AbadarCorp Akiton Branch Headquarters this morning, though they did seem a little pissed about us not telling them we had agents in the area… But that’s beside the matter. Did you get the stone? What happened to Talbot? And how did our new recruit handle themself? I’m expecting full reports of this later, but for right now I’d like to hear the basics so I know if there’s anything I need to handle right away.”


Sorry for the disappearance, This weekend/week was busy, busy! I’ll get this wrapped up now and report the scenario, nice job on finishing this on time despite my slow posting.

But before that, BOONS! If you get a 19 or a 20 you get something nice!
Alrighty here’s hoping something good comes out:
Vandor: 1d20 ⇒ 19
Glitch-702: 1d20 ⇒ 11
L.E.O.: 1d20 ⇒ 12
Vahni: 1d20 ⇒ 10
Moktargarn: 1d20 ⇒ 7
Fuskee: 1d20 ⇒ 2
GM: 1d20 ⇒ 15

Okay Vandor, please roll me a 1d2 to determine which boon you receive and please PM me an email that the organizers can send it to.


After resting up the group explores the rest of the cavern, and shortly finds some line that could be used to make some basics restraints. The prefab 'office' of sorts has some of the documents dealing with the sales and purchases of the glamored minerals and little else of import. The rest of the mines seems about as abandoned as the entrance and other areas had been.

Loading Talbot and company into the dune buggy, the group aces back to the nearest point of civilization and, more importantly, fuel. Getting to Tasch with four captives proves pretty easy, the restraints cause the men to start wriggling when they wake up, alerting Moktargarn to put them to sleep again. Talbot does get a hand free once, but some tighter bonds prove to be all that is needed to rectify that.

You pull into a very somber and quiet Tasch, though that might be the result of the time as much as your arrival. Podswald's bar is locked up tight without a single light on, and it seems the only place with any lights at all is the single run down hotel and the automated refueling station.

One last decision I need from you guys, what are you going to do with Talbot and the AbadaCorp representative?


Reflex save: 1d20 + 5 ⇒ (1) + 5 = 6

Talbot, distracted with the guns being fired at him and pushing Vahni off the cart, fails to notice Glitch-702 is casting a spell. He takes the full force of it, leaving his body with some nasty burns as he topples over next, and almost onto, Vandor.

Combat over

L.E.O. rushes over with his medical kit and finds the man still breathing, but bleeding profusely from the many tears in his crispy skin from falling over. The Android makes quick work of stabilizing Talbot,and preventing him from dying. He also finds almost all of the other miners are unconscious or have stabilized on their own.

Rifling through their pockets the group quickly finds the Charlatan's Stone as well as a freebooter armor mk. I, a static arc pistol with 1 battery (18 charges), a survival knife, a mk 1 ring of
resistance
, 6 credsticks with 100 credits each, 3 second skin armors, 3 tactical semi-auto pistols with some shots fired, and 3 clubs.

You have Talbot and Co captured and the stone. What do you want to do next?


Fuskee's shot goes wide, grazing the back wall of the mines, while Talbot proves to be a nuisance to Vahni and keeps them out of the cart.

I was joking about the RNG gods keeping Talbot alive, but they just might at this rate.

Combat Map

Bold may act
-------
Round 3: Status: none
~~~

L.E.O.: (SP 3/6 HP 10/10)
Fuskee:(SP 3/12 HP 14/14)
Glitch: (SP 0/6 HP 9/9
Vahni: (SP 6/8 HP 11/11)
-------
Round 4: Status: none
~~~

Vandor: (SP 0/6, HP 5/10)
Moktargarn
Talbot: (21 damage)
Miner Red: (out of commission)[/ooc
[ooc]Miner Cream: (Out of commission)

Miner Teal: (Out of commision)


Sorry about not getting a post in over the weekend. It is my bad. This is also a bit of a warning that I’m going into a very busy time at work and might not be able to post regularly but I’ll try to keep this updated, but you guys really are almost done here!

In the back of the mine, Moktargarn lashes out with his taclash and quickly brings the last miner to his knees. L.E.O. runs after the cart and then telekinetically slams a piece of the cave walls into Talbot’s head. This distracts Talbot enough to give Vandor an opportunity to jump into the cart as it heads back without Talbot acting against him.

I like the idea Vandor, but I don’t think the man would give up that easily.

The words the envoy say don’t make Talbot think about backing down, and instead rile him up even further. ”Wait you mean you aren’t AbadarCorp and there’s another group after me? s!!* this just keeps getting better and better. Now either tell me about the AbadarCorp representatives or die and let me go!”

His anger, however causes the man to move with less precision than before but he still proves a very effective distractor and quickly arcs a bolt of lightning into Vandor’s arms, raising large red welts along the man’s skin.

9 damage to Vandor and woohoo first HP damage of the game! Sadly I think Talbot is going down next round unless the RNG gods are cruel to you guys.

Rolls:

Trick attack: 1d20 + 8 ⇒ (15) + 8 = 23
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1d4 ⇒ (6) + (3) = 9

Combat Map

Bold may act
-------
Round 3: Status: none
~~~

L.E.O.: (SP 3/6 HP 10/10)
Fuskee: (SP 3/12  HP 14/14)
Glitch: (SP 0/6  HP 9/9
Vahni: (SP 6/8  HP 11/11)
-------
Round 4: Status: none
~~~

Vandor: (SP 0/6, HP 5/10)
Moktargarn
Talbot: (21 damage)
Miner Red: (out of commission)
Miner Cream: (Out of commission)
Miner Teal: (Out of commision)


Everything should stack from the looks of it. The insight bonus from the envoy skill expertise stacks with his base +7 (+3 cha, +1 rank, +3 class skill) from bluff.


I forgot I needed to post an update on this yesterday! What I get for posting right before going to bed with a cold.

Redacted portions due to dice roll mix ups As Talbot races past Glitch-702 throws an overheat his direction, and the distracted Talbot isn't able to duck in time. Save failed However, he does use some fancy maneuvering to attack the android from an unexpected point. Dealing 6 damage. At the same time Moktargarn hits the miner with ‘Teal’ written on his pistol. The miner still draws his club and advances in retaliation.

Rolls:

Teal non-leathal damage: 1d4 + 3 ⇒ (1) + 3 = 4
Talbot Reflex save: 1d20 + 5 ⇒ (11) + 5 = 16

New stuff
Glitch-702 runs after the cart, and casts another spell into it. Talbot this time is prepared though and ducks under the flames avoiding the worst of the heat.

Using the fan of flames as a cover, Vahni tries to pile into the speeding cart but fails to time it right and ends up flat on their face.
Fuskee, redeeming himself for the wild shot he took earlier, takes more careful aim and fires at Talbot. The man happens to move ever so slightly out of the way of the laser beam and only takes a glancing blow.

Combat Map

Bold may act
-------
Round 2: Status: none
~~~

L.E.O.: (SP 3/6 HP 10/10)
Fuskee: (SP 3/12 HP 14/14)
Glitch: (SP 0/6 HP 9/9
Vahni: (SP 6/8 HP 11/11)

-------
Round 3: Status: none
~~~

Vandor: (SP 4/6, HP 10/10)
Moktargarn
Talbot: (17 damage)
Miner Red: (out of commission)
Miner Cream: (Out of commission)
Miner Teal: (8 damage)


Ah shoot! I just realized all of the rolls from my previous post are different than what I was working from! The only things that are different though is Talbot failing his save, Moktargarn getting a hit off on Teal and Glitch-702 taking one more point of damage. I'll get an updated version of this up tomorrow morning.


Sorry for the lack of posting, life has become unexpectedly busy, Hopefully we can finish this combat up by sometime next week! But moving on, I’ll bot Moktargarn and roll Vahni’s reflex save for her.

Vahni quickly jumps out of the way of the cart as it starts up with a few creaks before zooming down the tracks. Fuskee, on the other hand, so intent on collecting data about the people he will be shooting at doesn’t notice in time and takes the cart across his hind legs throwing the ysoki clear of the tracks.

On the other hand, Motargarn lashes out with his taclash as the miner with the name tag of “Cream” on readies his weapon and takes aim. The lash wraps around the man’s neck and delivers a giant shock to the man. The miner collapses to the  ground, foam spilling from his mouth, unable to take his shot.

The cart keeps racing on, as it passes by Glitch, with a slight twitch she shoots off a magical flare of fire, but the man dicks into the cart and avoids the brunt of the flames. His duck also unfortunately coincides with Fuskee’s shot and it goes wide over the open cart. Vandor on the other hand times his shot better and lands a glancing shot on Talbot’s shoulder as he stands back up. He and Vahni then jog up to a good location to catch the moving cart and prepare for a quick finish boarding.

Moktargarn, on the other hand, deciding to focus on the final miner, He advances slightly and takes a swipe with his taclash at the man. The line goes wide and the man who initially looked a little worried as it seems to be him and the vesk only, gives a smile, and in retaliation, shifts his pistol to his left hand to draw his club  and then moves in closer to the vesk, ready to strike the large vesk.

Back in the cart, Talbot uses the opportunity presented by ducking Glitch’s spell and the smoke it creates to take a pot shot at the android. The static shot comes out of nowhere and strikes the android across the shoulder, dealing 5 damage.

Rolls:

Vahni Reflex: 1d20 + 1 ⇒ (14) + 1 = 15
Moktargarn AoO: 1d20 + 5 ⇒ (7) + 5 = 12
Moktargarn Crit confirm: 1d20 + 5 ⇒ (8) + 5 = 13
Confirmed! 2d4 + 6 ⇒ (4, 3) + 6 = 13Damage to Cream!
Talbot Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Moktargarn attack: 1d20 + 5 ⇒ (17) + 5 = 22
Talbot trick shot: 1d20 + 15 ⇒ (14) + 15 = 29
Talbot shot vs. FF Glitch: 1d20 + 10 ⇒ (3) + 10 = 13
Glitch damage: 1d6 + 2 ⇒ (4) + 2 = 6

Combat Map

Bold may act
-------
Round 2: Status: none
~~~

L.E.O.: (SP 3/6 HP 10/10)
Fuskee: (SP 3/12  HP 14/14)
Glitch: (SP 1/6  HP 9/9
Vahni: (SP 6/8  HP 11/11, I think they haven’t rested?)

-------
Round 3: Status: none
~~~

Vandor: (SP 4/6, HP 10/10)
Moktargarn
Talbot: (8 damage)
Miner Red: (out of commission)
Miner Cream: (Out of commission)
Miner Teal: (4 damage)


Moktargarn. Yup, I ran the intimidate, but I believe you can only target one person an action, like Pathfinder (and there isn't a dazzling display like feat yet.) Also, yup it is a standard, but I counted your previous one as before combat. Hey, it kept him from shooting at you for a round! But now he's ready, wahahaha! Strangely no one targeted him… I'll say Vandor did, just so there's some damage on him. Also I tried to move the map around, can you see the fight yet?

Vahni, their shield glowing an almost painful brightness, runs up to the mining cart and stands in front of it and the man in it. As they slides pass one of the miners, he starts fumbling for his club still on his belt, but Vahni is gone by the time he gets his club ready.

The distraction proves to be a fatal one, as L.E.O., reliving some psychological pain and trauma, sends a mystical shooting star through his shoulder and Fuskee milliseconds later pegs him in the head with his laser rifle. Ashe falls to the ground the other two both receive the same shooting stars, leaving bleeding multi-pointed shape on the shoulders.

Glitch-702 rounds the corner, drawing her weapon, and taking stock of the battlefield. Meanwhile Vandor takes a step so he has a clear shot of the battlefield and opens fire on Talbot. Pistol vs. Partial cover: 1d20 + 1 ⇒ (13) + 1 = 14 The shot is just a few centimeters too low and ends up pinging off the cart instead of hitting flesh.

Moktargarn takes advantage of the bleeding wound, by stepping up and whipping the end of his taclash into the wound and pumping it full of electricity, the man starts to waver, but stupidly decides to take another shot at the large vesk. Possible AoO for Moktargarn.
Pistol shot: 1d20 + 5 ⇒ (11) + 5 = 16
A hit! Assuming the man doesn't go down to an AoO, 1d6 ⇒ 6 damage to the vesk

Teal also gingerly heft his pistol and takes a shot at the large creature. Pistol shot: 1d20 + 5 ⇒ (9) + 5 = 14
A miss.

Finally Talbot, calmed down some now that his escape route is clear, presses a button on the rim of the cart and kicks it into full motion. It bashes into Vahni and shoves them aside. It shoots further down the track, bashing into Fuskee and tossing him aside, too. By the time anyone can react it is a good 30 feet down the track.
While riding the cart he pulls out his gun and double checks that it is ready for him to shoot, checking the charge and turning off the safety.

So this part of the scenario has some special mine cart rules. I'll spoiler them here and include a copy on the campaign info tab, too.

Mine cart rules:

The cart can be activated as a move action. Once active, the cart moves 30 feet per round, moving along the tracks to the entrance of the mine. A PC can board or disembark from the cart while it is in motion with a successful DC 15 Acrobatics or Athletics check. Failure by less than 5 means the PC fails to board the cart, while failing by 5 or more means the would-be boarder falls prone next to the cart. Up to three Medium creatures can stand in the cart together. The cart occupies a space 5 feet wide and 10 feet long. A creature inside the mine cart receives partial cover from attacks originating outside of
the cart. A creature in the way of a moving mine cart takes 4d4 bludgeoning damage (DC 12 Reflex save negates) and is pushed aside by the moving cart.

In retrospect, I should probably have explained these rules earlier (sorry! and if you feel this was unfair, I'd be willing to talk about it!) But, in the meantime, I do need a DC 12 save from both of you or take:
Vahni vs. Cart: 4d4 ⇒ (2, 2, 2, 1) = 7
Fuskee vs. Cart: 4d4 ⇒ (1, 2, 3, 3) = 9

Combat Map

Bold may act
-------
Round 2: Status: none
~~~

L.E.O.: (SP 3/6 HP 10/10)
Fuskee: (DC 12 Reflex save or take 9 damage)
Glitch
Vahni: (DC 12 Reflex save or take 7 damage)

-------
Round 3: Status: none
~~~

Vandor: (SP 4/6, HP 10/10)
Moktargarn: (possibly SP 3/9 HP 13/13)
Talbot
Miner Red: (out of commission)
Miner Cream: (11 damage)
Miner Teal: (4 damage)


And with that Red is down!


Vahni, none of the miners have melee weapons drawn yet so no worries there.

Yep, LEO, there definitely was the time! Though, if there hadn't been, it would make this fight easier for Talbot and Co.


Vandor moves around the corner and readies a shot in case hostilities break out which proves to happen pretty shortly as Moktargarn standing next to him opens fire. The vesk proves to be a crap snap shot though and the pulse goes wide over everyone's heads.

A bright light starts to filter into the room from the hallway as Vahni activates her stellar attunement.

L.E.O. readies his spell gem just in case and tries to talk down the guards and Moktargarn but the guards fail to listen. Instead they choose to open fire on the group.

Red raises her gun to take a shot at L.E.O., but takes a bullet to the shoulder from Vandor. Snarling slightly the gruff woman re focuses on the man and takes a shot at him. Pistol: 1d20 + 5 ⇒ (15) + 5 = 20 She returns the favor of Vandor's shot, pegging the man in the shoulder. Damage: 1d6 ⇒ 2

Teal takes a quick shot at Moktargarn, while Cream does the same for L.E.O. Teal pistol: 1d20 + 5 ⇒ (6) + 5 = 11 Cream pistol: 1d20 + 5 ⇒ (11) + 5 = 16 Teal proves pretty in accurate with his gun, completely missing Moktargarn, but Cream proves to be a much more practiced shot, hitting L.E.O. squarely in the leg and causing the wound to start oozing a dark liquid. Damage: 1d6 ⇒ 3

Talbot frightened of the large intimidating vesk runs out of the small pop-up office and dives for the cart, huddling inside it.

Combat Map

Bold may act
-------
Round 1: Status: none
~~~

L.E.O.: (SP 0/6 HP 8/10, assuming he did not take a rest)
Fuskee
Glitch
Vahni

-------
Round 2: Status: none
~~~

Vandor: (SP 4/6, HP 10/10)
Moktargarn:
Talbot
Miner Red: (4 damage)
Miner Cream
Miner Teal

If you rested up from the last fight, don't forget to mark off the resolve point, and update your tagline.


Wildfire Witch wrote:
Hey, guys, I'm back from the hospital, but I still need a day or two to adjust.

No worries, real life, especially the health and well-being of you or your family and friends takes priority! Thanks for letting us know, though, as that is very helpful.

Also like Glitch said, that site outage was problematic (it started about three minutes after a sat down to get a post in until I had to go to bed about seven hours later yesterday afternoon/evening.)


Ah, the map is a bit over sized right now, but if you go over to the zoom button at the top left and zoom to 50% you should be able to see what is going on.


Hmm, maybe I didn't make this clear, but the men are about to start opening fire on the group.


The two guards nervously watch L.E.O. as he rounds the corner and starts talking to them, but seem content to listen to his story. Once he mentions the spellgem, though, things start all happening at once. Moktargarn steps into the brighter light with both of his weapons drawn and the miners draw theirs. At the same time Talbot sticks his head out the door grumbling loudly. ”Who is that? I don't recognize the voice… ” Before giving an ‘eep’ of surprise at the angry vesk calling his name and ducking back into the door way.

Combat start! Also Moktargarn, the miners wouldn't let you get more than a step with your weapon drawn, so I'm going to move you back a bit.

Who moves first:

Garn Init: 23 = 23
Vandor Init : 1d20 + 5 ⇒ (20) + 5 = 25
Leo Init: 1d20 + 1 ⇒ (19) + 1 = 20
Glitch init: 1d20 + 2 ⇒ (3) + 2 = 5
Fuskee init: 1d20 + 7 ⇒ (5) + 7 = 12
Vahni Init: 1d20 + 1 ⇒ (4) + 1 = 5
Talbot and other minor miners Init: 1d20 + 5 ⇒ (15) + 5 = 20

Combat Map

Bold may act
-------

Round 1: Status: none
~~~

Vandor
Moktargarn
Talbot: (Shaken 1/1 rounds)
Miner Red
Miner Cream
Miner Teal
L.E.O.
Fuskee
Glitch
Vahni


After a few failed attempts by Vador and Fuskee to get the trap disabled, and the former about to resort to savagely beating the thing with a rock, Glitch-702 calmly walks up to the fuse box on the side of the wall and pulls the fuse for the trap, depowering it.

Fuskee takes the opportunity to do some scouting, the tunnel to the north shows the same amount of dust and disrepair that the other northerly tunnel did. The southern passage heads west and then opens up into a T-shaped room. The ceiling is higher than other chambers, cut to fifteen feet in height and permanent light fixtures set in the ceiling provide better lighting than the rest of the mine. A single mine car stands on the tracks. Across from the cart is a small office fashioned from two out-of-place plastic walls set into the stonework. An open door provides access to the room within a room. Fuskee peeks his head around the corner.

Do they see?:

Hmm they only have a +4 perception modifier, there's no way they can spot Fuskee

Unnoticed, the ysoki is able to spy on the group for a moment, noting their placement and general sense of ease. One of them gives a big yawn before turning and asking a question at someone in the plastic-walled room Fuskee can't see into. "Talbot, sir, are you positive someone is coming to get you? It's as quiet as Eox out here."

Trap is gone! That was quick. Now Fuskee what are you going to do?


Glitch-702 quickly determines that the locker is more jimmied shut than truly locked, the mechanism for actually locking it having rusted to the point of not moving decades ago. She quickly finesses the locker open with a few well placed knocks and starts to dig around in the contents. She pulls out a basic medkit and an engineering specialty tool kit. She almost it about to close the locker when she spots a glimmer of something sticking from a very worn miner's outfit and pulls out a credstick with 300 credits on it.

L.E.O. on the other hand finds the pile of partially glamored thasteron and realizes that anything in the mine could be an illusion. Deciding he won't be tricked, he starts willfully disbelieving things he finds, even getting to the point he starts questioning whether or not some of his companions are really there or not.

Having found almost everything of interest in the frankly uninteresting mine entrance, Fuskee decides to press on. In the corridor just off the entrance room, the floor and tracks gently slope off in either direction. The one headed to the north has a layer of dust that suggests it hasn't seen any use for a few years if not decades. The one to the south however seems to have been recently repaired and maintained. You head to the south. Quickly reaching a dead end, with not a living creature in sight, he decides to call everyone else in. After a moment of discussion, the group decides to explore the room to the east.

The passageway leads into another rectangular chamber with rough-hewn walls. The metal mine-cart tracks runinng parallel to the passage, turns and enters the room before ending abruptly. A mine cart in an obvious state of disrepair lies adjacent to the tracks. Tools cover a table against the east wall, while a pair of metal lockers stands in the southwest corner. Glitch-702 and Fuskee quickly determine Carr and tools to be so rusted and neglected to be useless, and a quick scan of the lockers produces more overused miner's garb and safety-material data sheets for explosives that were popular a hundred years ago and banned a good forty years later. There proves to be no sign of the explosives, though. L.E.O. spends a considerable amount of effort looking at everything and trying to disbelieve its form, but finds nothing of note.

Leaving the a stark reminder of the disrepair these mines were in that was that repair bay, the group heads west.

GM Screen:

Garn Perc: 1d20 + 0 ⇒ (8) + 0 = 8
Vandor Perc : 1d20 + 4 ⇒ (5) + 4 = 9
Leo Perc: 1d20 + 4 ⇒ (18) + 4 = 22
Vahni Perc: 1d20 + 4 ⇒ (16) + 4 = 20
Glitch perc: 1d20 + 1 ⇒ (11) + 1 = 12
Fuskee perc: 1d20 ⇒ 14

Just before the group starts to move beyond the pillar, though L.E.O. gives a warning as he realizes part of the wall to the north is glamored and hiding an auto targeting laser rifle.

You have found a trap! Feel free to place yourselves anywhere on the map behind the red line and not in the walls! Also assuming noone is a masochist and you want to disarm the trap, I'll need a DC 15 engineering check from someone.


Fuskee, Glitch and Vandor take advantage of the free and open bar to drink a few of the finer liquors that Podswald had been hiding, but only have a chance to take a few shots of two before the commotion around the downed bodies of the two attackers attracts everyone’s attention.

At Moktargarn’s request, Glitch moves over and does the closest thing she can to providing medical aid detecting magic. While she is concentrating on that, though, L.E.O. moves in and starts to stabilize the heavily wounded Maarbadvae, quickly staunching the bleeding. He digs out a medkit as well and starts to provide more medical assistance, but that proves to take a bit longer than he had expected.

The first aid should only take a standard action no need to spend a minute. Also you can treat deadly wounds with a medical kit even without the feat with a DC 25, but the feat allows you to do it faster. I’m assuming you would make the attempt quickly enough.

While the android treats the woman, Glitch detects the unmistakable presence of magic radiating from the woman’s head. And investigates to find a mk. 1 Mindlink Circlet . Stripping the rest of the supllies off of the ysoki and shobhad results ina small haul of equipment and gear.

Spoils:

second skin,
battle staff,
hunting rifle with 6 rounds,
spell gem of remove condition,
assorted shobhad bangles and charms (worth 300 credits)
second skin,
azimuth laser pistol with 1 battery
club

Just as L.E.O. finishes reviving the downed Maarbadvae, Podswald shows up at the entrance to the bar, looking incised. ”Are you quite done fighting in MY bar? Better hope you haven’t wrecked the place, or I’ll tan your hides and take my expenses out in court!” She takes a glance around the place, before seeing the open bottle on the counter. She rushes over to investigate further, and Fuskee decides it is time to leave and quickly. He hurries everyone out of the bar, fearing what retribution the sharp-lounged Podswald might bring upon them when she finds out her best bottle of Castrovalean whisky had been opened.

Outside of the bar Maarbadvae, her unconscious ysoki companion in her arms, gives you a sharp cutting look, but doesn’t seem to have will to fight. She sharply stalks off in the opposite direction before a scream of rage from the bar sends everyone scrambling to the speeder. As you run down the streets, the happy ceerful atmosphere is replaced with unhappy and distrustful stares. You quickly reach the speeder that is luckily okay and leave the town and a screaming Podswald behind.

Reaching the mines it proves to be easy to track the one Talbot has been using, as the fresh tire tracks stand out in sharp relief compared to everything else. You park the car and stealthily move into the mine entrance only to find there’s no one there. To the west a sloping ramp descends down a corridor hidden from sight. Made of hard-packed red dirt, it shows signs of heavy vehicle traffic. The ramp opens into the large square chamber with rough walls you are standing in. A metal track runs along the ramp, through the gap in the west wall and then turns north, ascending another five-foot ramp and then running along the north wall until the track terminates. A pair of metal lockers stand in the southeast corner, and a heap of ore is piled to the southwest.

DC 12 Engineering check:

You realize this room must have been designed for loading trucks to delivery. The tracks look like they belong to a likely automated mine cart system, that runs up the five foot ramp and could probably be unloaded into a waiting truck below.

DC 12 Survival:

The tracks in and leading into and out of the chamber are fresh, very fresh. Most of them can’t be more than a week old some of them might only be a day at best.

DC 15 Life Sciences:

The piled ore to the southwest is unrefined thasteron, no worth much. A closer look though reveals a few pieces where the illusions still haven’t worn off. It looks like a unique and interesting mineral you have never seen before.

The lockers to the southeast are, surprisingly, locked. They can be opened with a DC 14 Engineering or a DC 15 strength check.


Rei UlSkadi wrote:

so here's my first question, if I am running the game and qualify for the rewards from the adventure as a GM, is my (same)character able to play that module then? or is she bared from playing through that adventure then as a Character? for example say my Almut wants to play 'the Frostfur Captives' and I have GMed it.... is she disqualified from playing it, or is she able to.. even though she has gotten rewards from it??

Edit: also will another GM need to Sign the Chronicle sheet for her to legally have access to the rewards if i GM the game she would have access to them in? just trying to make sure it would be done fairly.. planing on taking some friends through 'We b4 Goblins' on Saturday to introduce them to Pathfinder, possibly run through the rest of the 'We be Goblins' series if they like it... but with this info i am seeing about gaining rewards it has me confuzzled...

From the sounds of it, it sounds like you are more asking if GMing a scenario prevents you from playing it, which is a solid no. What TriOmegaZero said:
TriOmegaZero wrote:
No character may have more than one chronicle for the same adventure. So no, Almut cannot play that scenario unfortunately.

is true of course but this is assuming you have applied the GM credit to that specific character. For example if you applied it to Rei UlSkadi, Almut could play the scenario, assuming you haven't played it as a player yet.

Also I don't think you have to have another GM sign off on a character sheet if it's from a game you GMed.


Opps, that extra point of damage was exactly what was needed to put her down. She was going to go down if Fuskee made the save but that extra point was just enough to take her down. I'll move everyone's actions to Grank instead. Also no damage to Fuskee either.

Fuskee takes a shot at Maarbadvae, pegging her right across the chest, burning her horrendously and causing her to waver and almost topple over. before she grits her teeth and stands back up ramrod straight. She then slowly topples over backwards collapsing into a heap.

Glitch-702 decides to train her magical energies on Grank.

Reflex save: 1d20 + 4 ⇒ (10) + 4 = 14

Vahni draws her sword, dropping her gun as she rushes up to the ysoki and takes a swing at him.

At BAB 1+ you can draw a weapon and move at the same time, so take a free attack roll! Edit:... Next time.

Moktargarn also draws in closer to the ysoki and takes a swing of the taclash at him,catching the tiny man across the face and giving him a face full of electricity. The ysoki's hair stands on end as the electricity runs though his body before he drops like a ton of statically charged bricks, sparking slightly, but no worse for wear.

Behind the door L.E.O. is holding closed comes a sound of scrabbling, like the ysoki in back is trying to find a way in. Shortly the sounds of her running out of the back room sounds out. A minute later she appears in the front doorway of the tavern and taking a look at her fallen companions she just slowly backs out of the building before turning tail and running.

If you want to take a shot at her, feel free to roll it, but otherwise: Combat Over! Good job guys that was pretty fast!

Now is there anything you would like to do before hunting down Talbot? The next part is also a small dungeon crawl, so we should probably look at getting a standard operating procedure together.


Fuskee takes a shot at Maarbadvae, pegging her right across the chest, burning her horrendously and causing her to waver and almost topple over. before she grits her teeth and stands back up ramrod straight. And glaring at the ysoki causing him to feel a hot sensation across his chest.

DC 12 will save or take one point of damage.

L.E.O. takiung advantage of the opportunity, moves up to the back door and slams it shut, throwing a bolt across the door and then placing himself in front of it.  

Combat Map

Bold may act
-------

Round 2: Status: none
~~~

Vahni: (5 damage; Will Save DC 14 for half)
Glitch: (SP 0/6; HP 9/9)

-------
Round 3: Status: none
~~~

Fuskee: (DC 12 Will save or take 1 damage)
Moktargarn: (SP 4/9; HP 13/13)
Vandor:  (SP 5/6; HP 10/10)
L.E.O. (SP 1/6; HP 10/10)
Maarbadvae (-16 or -17)
Grank
Female ysoki


Cool! I hadn't seen that yet! Make sure to download it and post it somewhere and I'll sign off on it when we are finished!


Glitch tries to fend off the sense of phantom pain from her attack, but the burning sensation overrides her reality processors, causing them to glitch and making Glitch-702 susceptible to the magic’s influence.

Vandor on the other doesn't even realize that magic is affecting him until a small round wound pops up on his arm and starts shooting pain signals out. The small amount of blood dripping down his arm makes the trigger slick, and he accidentally takes a shot at the floor when he brings his gun back up. He quickly cleans it off and takes a second, clean shot to the shobhad’s abdomen. Despite bracing for the pain, nothing happens as Maarbadvae gives a gurgle of pain.

Vahni’s pleas fall on deaf ears as the lumbering woman looks at them. ”There's no way I'm surrendering to you! Anyways it seems like your group is already using lethal force, “ She says while pointing at the bullet holes on her arm and abdomen as well as a burn on one of her other arms. As Vahni’s electrical discharge feeds through her system, Maarbadvae’s eyes narrow. ”You'll pay for that! “ She then stare deeply in Vahni’s eyes, causing pain bubbles and bursts to erupt in their mind as it feels like it starts melting.

DC14 will save or take 2d10 ⇒ (1, 4) = 5 damage. This is a mind affecting effect.

Moktargarn easily realizes the pain is just a spell and is quickly able to break eye contact, stopping the spell from working its full effect. He drops his pistol and rushes up with his taclash. Aiming at the large humanoids feet he takes a swing. Despite her attention being focused elsewhere, however, Maarbadvae easily jumps over the filament, completely ignoring the vesk and his tiny weapon.

I believe the game says to round down in general so only 5 damage not 6

Grank decides that targeting the wounded Glitch is probably his best bet for right now.
Laser shot: 1d20 + 9 ⇒ (8) + 9 = 17 A hit! Glitch takes 1d4 + 1 ⇒ (1) + 1 = 2 fire damage

The ysoki behind L.E.O. takes another quick shot at the Android before backing off into the back room.
Laser shot, vs. prone: 1d20 + 9 ⇒ (12) + 9 = 21
This time an actual hit! L.E.O. takes 1d4 + 1 ⇒ (4) + 1 = 5 fire damage

Combat Map

Bold may act
-------

Round 2: Status: none
~~~

Vahni: (5 damage; Will Save DC 14 for half)
Glitch: (SP 0/6; HP 9/9)

-------
Round 3: Status: none
~~~

Fuskee
Moktargarn: (SP 4/9; HP 13/13)
Vandor: (SP 5/6; HP 10/10)
L.E.O. (SP 1/6; HP 10/10
Maarbadvae (-11)
Grank
Female ysoki


No problems, good luck with whatever is going on, and I hope you are OK!


Don't forget you have a +2 from being an android, but that's still not enough to pass.


Correcting the attack vs. L.E.O.
The female ysoki takes aim at the Android and fires, but having trained for fighting enemies taller than her self, her hand jersey up and the shot goes over the bar where the android’s chest would be if he was standing. The laser pulse slams into a bottle of Castrovalian whiskey scattering around the room in an impressive but short lived light show.

Glitch, recovering from her near hits from her allies, brings her gun to bear against the large shobhad and takes a shot, again almost hitting her in a vital spot until she blocks it with an arm. The four armed woman stops and concentrates for a second and Glitch feels a phantom burning on her arm.

Dang so many almost crits. Also DC 12 will save or take 1 damage. This is a mind-affecting effect.

L.E.O. in a rush from the unexpected attack from behind fires two quick shots at the ysoki behind him, but his rush proves to be detrimental and both shots end up with a thunk in the wood. The last one though does take out a whisker or two as it passes.
So close but no cigar.

Edit because I just saw Fuskee's post.
Fuskee moves down the bar in case someone had the presence of mind to throw a grenade at him, and takes a mechanically enhanced shot at the large grey woman. It hits her square in the shoulder and she gives him a death glare as her robes start to smolder a little.

Combat Map

Bold may act
-------

Round 1: Status: none
~~~

Vahni
Glitch: (3/6 SP 9/9; HP Will save DC 12 or take 1 damage)

-------
Round 2: Status: none
~~~

Fuskee
Moktargarn: (11 Damage, Will save DC 14 for half)
Vandor: (Will save DC 12 or take 1 damage)
L.E.O.
Maarbadvae (-6 to -8)
Grank
Female ysoki


Blah, Yes you are prone and therefore did not get hit! I'll correct the post in just a bit.


Ok, botting Moktargarn, and sorry I messed his name up on the initiative tracker...

Vandor scrambles from his ideal spot bhind the pillar to hide behind a table that provides less coverage but allows him to shoot without problems. He lines up his shot and almost hits the four-armed woman in the hear but she moves her arm in the way just in time.

Vandor, in play-by-post it is generally a good idea to roll damage with your attack rolls, unless it is an almost a guaranteed miss. It makes combat move faster.

Tactical pistol: 1d6 ⇒ 2

As his gun’s bullet hit her flesh, though he feels light headed for a second, as a phantom pain of a bullet piercing his arm overcomes him.

DC 12 Will save or take 1 damage from her share pain ability. It is a mind-affecting pain effect

Moktargarn line up his pulse caster rifle and takes a shot at the large woman, deciding that quickly bringing her to her knees is a good idea.

Pulsecaster rifle: 1d20 + 2 ⇒ (20) + 2 = 22
Non-lethal electrical damage: 1d4 ⇒ 1

Maarbadvae gives a laugh at the pitiful attempts to hurt her, shaking off the pain of the bullet and tiny electrical zap she received. ”Pitiful traitors! You’re no match for the glory of Talbot and his trusted followers! Now feel the pain of his wrath!” She finishes her staring Moktargarn directly in the eyes. With a twisted smile she gives a slight squint and Moktargarn’s brain is racked with horrendous pain.
  
DC 14 will save or take 2d10 ⇒ (3, 8) = 11 points of damage.

Grank, the ysoki bedside her, scrambles away form the large target trying to get some cover from the group, ending up near the table. He uses the table to brace his shot, targeting the closer Glitch.

Laser pistol: 1d20 + 9 ⇒ (6) + 9 = 15 A hit! 1d4 + 1 ⇒ (2) + 1 = 3 fire damage to Glitch.

From the back room behind Fuskee and L.E.O. comes a small scrabling sound as another ysoki pops out from the back room! She trains her pistol on 1d2 ⇒ 1 L.E.O. and takes a shot at him!

I realized after posting yesterday there’s no clear rules to firing from stealth in combat if the enemy doesn’t realize you are there, but I’m going to say you are flat footed (-2 AC, no reactions) for this shot, and this shot only.
Laser pistol: 1d20 + 9 ⇒ (1) + 9 = 10 A hit! L.E.O. takes 1d4 + 1 ⇒ (2) + 1 = 3 fire damage.

Combat Map

Bold may act
-------

Round 1: Status: none
~~~

Vahni
Glitch (3/6 SP 9/9 HP)

-------
Round 2: Status: none
~~~

Fuskee
Moktargarn (11 Damage, Will save DC 14 for half)
Vandor (Will save DC 12 or take one damage)
L.E.O. (3/6 SP 10/10 HP)
Maarbadvae (-2 poss. -3)
Grank
Female ysoki


Fuskee and L.E.O. both train their weapons on Maarbadvae, but their shots both go wild and nearly graze Glitch instead, messing up the timing of her shot. The needle and laser both hit the same spot on the ceiling well above Maarbadvae’s head. She gives a laugh and comments ”How fitting, the traitors to Akiton revival are also traitors amongst themselves!”

We'll say ducking behind the bar counts as prone for right now.

Combat Map

Bold may act
-------

Round 1: Status: none
~~~

Fuskee
Garn
Vandor
L.E.O. (Prone)
Maarbadvae Group
Vahni
Glitch


I'm going to add Moktargarn and Vahni to the map. Also Vandor re: the energy field, the scenario doesn't say one way or the other, but I would say it's floor to ceiling and blocks incoming and out going fire, so you'll have to shoot around it, but it does grant cover.

GM Screen:

S: 1d20 + 9 ⇒ (17) + 9 = 26
G: 1d20 + 0 ⇒ (3) + 0 = 3
V : 1d20 + 4 ⇒ (3) + 4 = 7
L: 1d20 + 4 ⇒ (10) + 4 = 14
V: 1d20 + 4 ⇒ (16) + 4 = 20
G: 1d20 + 1 ⇒ (6) + 1 = 7
F: 1d20 ⇒ 8

Initiative:

Garn Init: 1d20 + 5 ⇒ (15) + 5 = 20
Vandor Init : 1d20 + 5 ⇒ (15) + 5 = 20
Leo Init: 1d20 + 1 ⇒ (19) + 1 = 20
Glitch init: 1d20 + 2 ⇒ (8) + 2 = 10
Fuskee init: 1d20 + 7 ⇒ (20) + 7 = 27
Vahni Init: 1d20 + 1 ⇒ (10) + 1 = 11
Maarbadvae group init: 1d20 + 2 ⇒ (9) + 2 = 11

Despite Maarbadvae and her companion's bravado and grandstanding at entering the bar, they prove to be rather unready for the fight, fumbling for their guns and not reacting quickly enough, allowing most of the group to get the drop on them.

Seeing as you had plenty of advance warning, feel free to start with your weapon of choice in hand!

Combat Map

Bold may act
-------

Round 1: Status: none
~~~

Fuskee: Cover
Garn

Vandor: Cover
L.E.O.

Maarbadvae Group
Vahni

Glitch


The group runs around and takes up their various defensive positions, only a few seconds pass by before the bar doors fly open, and a large lumbering woman with four arms trudges inside.  She stops a few feet in the doorway and scans the room. Behind her an almost comically small in comparison ysoki slides in behind her. When she notes the drawn weapons, the woman who can only be Maarbadvae gives a toothy smile. ”Oh good, you aren’t surrendering. This would have been boring if you had. Now prepare to die, you Akiton-hating intruders! Grank, Get ‘em!” The ysoki beside her trains its weapon on you and snarls.

Life Sciences  DC 11:

Maarbadvae is an over protective mystic shobhad
For every 5 you beat the DC, you may ask for additional information about the her. Or you can just leave it to me to share what I feel you are most likely to know.

Life Sciences DC 10:

The ysoki is a ysoki.
But for every 5 you beat the DC, you may ask for additional information about the creatures. Or you can just leave it to me to share what I feel you are most likely to know.


Philit nods sagely as Vahni explains who the group works for and why they are interested in Talbot. "Ah, so your woking for the Society. Can't say I'm too surprised, tere always seems to be groups of Starfinders every which way, but not so much since the Scoured Stars. You have my condolences on that. It's good to hear that Talbot wasn't intentionally duping us, but a fraud is still a fraud and we will still pursue it as such. It does however sound like your problem and claim precede ours and as such, it would only be polite if we let you go in first. If you should bring him to us though, we would be glad to tack the charge of theft to his trial as well. And I'll talk to headquarters about extending our usual finder's reward, but there is no garuntee on that end."

With this Philit gets up and stretches, before turning back to the group. "It's getting late and we should probably get off to bed. We'll give you until midday tomorrow to bring Talbot back before we head in ourselves. Good luck and try not to get hurt." With his last wrodds he gives the shirren attempt at a smile and silently calls to the two vesk who fall in line and behind him. The one who'd been glaring at Fuskee gives a slight snarl as he moves past the ysoki, but leaves Fuskee alone.

After the group leaves the place, a glance around shows the bar has started to clear out, many of the people from earlier having left in twos and threes, with the hour getting later and later. As the group bands together to discuss what happened with Philit a deep booming female voice echoes from outside the front of the bar. “Intruders! We know you’ve come to Tasch in search of our savior. I give you this one chance. Lay down your weapons and leave our town. You will not disrupt the salvation of Akiton, not when Reynald Talbot has come so close to saving our world! You have one minute to decide.”

As the voice rings out many of the people in the bar start to scrabble around, and flee the place. A few of the more astute giving you sharp glances as they head out the front door. Podswald gives a hearty curse, "F~&&! Maarbadvae, this is bad, very very bad. She then rushes into the back room disappears from sight.

Please feel free to place yourselves on the map, you have a few rounds to prepare if you'd like. I'll start combat in 24 hours.


Sigh at the locked door, Navasi moves to the top of the stairs. "Quig, We'll probably need you to figure out this door when we are done." She takes a moment to look around the battlefield before aiming her gun at the goblin in the white spacesuit and firing a bullet at it.

________
Pew pe Pewy, range increment 2: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
bullet slam!: 1d6 + 2 ⇒ (3) + 2 = 5


Philit just watches as Fuskee takes a defensive position by the door. "I guess your ysoki friend over there has no interest in talking. That's a shame, I'm sure he'd have a unique view on things." The shirren does stop sending messages for a second and one of his Vesk bodyguards starts to watch the ysoki intently.

Philit watches the group as they take a moment or two to think of an answer to his question, but the older model android listening intently to his speech and so guilelessly watching the others puts him at ease a little. Philit turns his attention to Vandor as the man starts speaking. he takes a second after the man's question to start a mental response.

"We aren't embarrassed by the '"I can turn thasteron into cheap drift drive fuel" trick', the illusions on the mineral we so good it even fooled our microscopes and other equipment. We, however, are angered by the blatant fraud. If... When we get ahold of Talbot, we plan to put him on trial, with as much due process we can muster here on Akiton... But, if it is true he has betrayed your employers, like you and that other android have said, then we might want to work together in this, assuming you're willing to tell me who your employers are and what he has done to wrong them. AbadarCorp doesn't work with criminal organizations as a rule."

Vandor:

From what you know of Shirren, either he's telling the truth or he's one of the best shirren liars you have ever met.

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