Ghost Level Delve || Extinction Curse
The creature is uninterested in shots from Rex, but she does seem more interested in Tiny and Gideon. She gets really excited when Gideon discharges electricity. That is a +2 to your roll! You are able to guide the hexolin back to Fullbridge, then, using the footage from Gideon's bodycam, you find a shortcut to get back to the same place. Unfortunately, you soon reach a dead end. As you retrace your steps, you see passages that definitely weren't there the first time. However, you do see more of the pink marks from the missing engineer. This new path follows steeply down for several hundred feet, then opens into a massive cavern. You feel light on your feet as you enter into low gravity. This dark cavern is lit by stalactites that protrude from the ceiling hundreds of feet above, each pulsating with a faint cyan glow, and a lake of indeterminate depth taking up most of the chamber’s floor. The gentle sound of droplets hitting the lake is audible every so often, causing its liquid to luminesce in gentle blues, greens, and purples. Some of these drops illuminate another figure crouched at the lake’s edge. You see a lightly armored jubabnan--a human-sized toad who stands on one leg--at the edge of the lake. He looks at you very nervously, and you realize that you are a little bit scary as an armed adventuring party, and he probably thinks that you're gang members. You can try to ease his fears and get him to share information with Bluff, Culture, Diplomacy, Mysticism, or Sense Motive.
Ghost Level Delve || Extinction Curse
Vic is aware of dangerous groups such as the Strong Absalom movement and the Bulkhead Bruisers gang, and hopes to teach able-bodied community members how to protect their own. She welcomes the assistance from Tiny and Calisst. Tiny tries to lead combat drills but gets distracted when a pack of children tackle him as they do Vic. Calisst has more luck leading observation exercises. Rex goes to find the medical facilities, such as they are. Nizrixy Vaylamra has bright blue hair with jagged yellow streaks. She was waiting at Absalom Station’s spaceport for her flight home to Verces when the Drift Crash occurred, following a failed job interview. Nizrixy has spent time working as a hairdresser, a tattoo artist, and an assistant at a specialist eye-augmentation parlor. Shockingly, she’s the closest thing Fullbridge has to a medic, and against her initial judgement, has found enjoyment in helping others. Rex is able to take on quite a few of the waiting patients, and Nizrixy is quite grateful. Mehzidig worked remotely as tech-support for a holographic interface company in the Marixah Republic before the Drift Crash severed communication with their home. Unable to afford rent near Bluerise Tower, they moved here and are the only thing Fullbridge has resembling a trained electrician. Gideon tries to help, but as soon as he touches one wrong wire, Mehdizig grabs the tools from his hands, with a grim warning about what happened to their predecessor.
Ghost Level Delve || Extinction Curse
Yeah, it would need to be someone who hadn't succeeded yet. It's a pretty tough combat to avoid, but I wanted to make sure I gave y'all a fair chance at it!
Female leshy (pine) thaumaturge 1 | HP 17/17 | AC 18 | F +6 R +6 W +5 | Perc +5 | Stealth +6 | Speed:25 ft | Active Conditions: ---
Hollifyr's eyes start leaking a little sap as well. "Agnes is right! There are so many amazing things to experience out in the world. You could guard a castle! You could save a princess! Or a prince! Or fight a dragon! Or save a dragon! Who knows what you could out there!" Diplomacy, if needed: 1d20 + 7 ⇒ (5) + 7 = 12
Ghost Level Delve || Extinction Curse
We are looking for half the party to succeed on the social skills to get them to back down, and I'm afraid you only got one success. I'll pause in case someone wants to use a reroll mechanic, otherwise we will go into combat.
Female leshy (pine) thaumaturge 1 | HP 17/17 | AC 18 | F +6 R +6 W +5 | Perc +5 | Stealth +6 | Speed:25 ft | Active Conditions: ---
Ha ha, yes. This character is a living Christmas tree and I made all decisions about her out of commitment to the bit. Hollifyr jingles her bells as she considers the nearest creature (White). Esoteric Lore to exploit vulnerability: 1d20 + 7 ⇒ (17) + 7 = 24 That seems like a success! I'll proceed assuming that, and I can retcon if it's not. "I heard about you from a Nutcracker friend! I know your weakness! Ballet shoes!" With her bell hand, she draws a ribbon that seems to have come from a pair of well-worn ballet shoes. Hollifyr moves a little closer and pulls a star-shaped ornament from another of her branches. She hurls it at the rat. Ornament (shuriken): 1d20 + 6 ⇒ (15) + 6 = 21
◆ Exploit Vulnerability, ◆ Stride, ◆ Strike (includes Reload 0) If the White rat attempts a strike, Hollifyr will use her Ring Bell reaction. Ring Bell: Trigger The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies. Requirements You are holding your bell implement, and the triggering creature is within 30 feet of you. Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise. Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied. Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---
Aella narrows her eyes. "If anyone cast another spell on an opossum, they're getting a piece of my mind!" Aella marches over to the laboratory. Bat-tilda follows behind with a mouth full of whipped cream.
Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---
Aella carefully steps into the room. "Harrumph. They're going to burn the place down." She aims her palm at two of the fires and calls on a powerful wind! Gust of Wind! The spell says it puts out small non-magical fires. I highlighted the two she can get with a line in Yellow.
N female anadi (polychromatic anadi) bard 12 | HP 140/140 | AC 30 | F +18 R +19 W +22 | Perc +22 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---
Wisps puts on her best pompous look. "We must see the students now. We have our own lesson for them. Where are they?" Wisps's Deception (M): 1d20 + 22 ⇒ (12) + 22 = 34
Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---
Aella gives her grudging approval. "Well, I'll hand this one to ya. You found a much better way to surprise your teacher with opossums. I've known a lot of opossums in my time, and they're bigger than you think they are. These could be young opossums that you've done here, but I'd make the next batch 50 percent larger." Nature: 1d20 + 11 ⇒ (14) + 11 = 25
Ghost Level Delve || Extinction Curse
With Prism's careful work, the device immediately and permanently ceases drawing power from the aeon orb. The orb shines brightly and consistently again, and the spring at the base of the tower once again produces clean water. You all gain the resonant reflection of the aeon orb! Reflection of Water
Activate [two-actions] envision; Frequency once per day; Effect You cast control water as a 5th-level innate divine spell. The area of water you control increases by 10 feet in length and width for every 2 levels you have beyond 10th level.
Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---
"You know, I find you can't go wrong adding plants to a maze. They'll help cover up any holes and add some structural integrity to the walls." Crafting: 1d20 + 5 ⇒ (17) + 5 = 22
Ghost Level Delve || Extinction Curse
I love that stunt by Grump, by the way. If I could only award hero points in Starfinder!
Ghost Level Delve || Extinction Curse
Hey folks, real life is hitting pretty hard this week. I will still try to post once a day, but I wanted to give you a heads up.
N female anadi (polychromatic anadi) bard 12 | HP 140/140 | AC 30 | F +18 R +19 W +22 | Perc +22 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---
Wisps puts her mask on, with huge spider eyes and flames rippling at the edges. "I think you want to hear what we have to say." Wisps's Intimidation (E): 1d20 + 20 ⇒ (20) + 20 = 40
Ghost Level Delve || Extinction Curse
I'm trying to balance making sure that everyone gets to ask all their questions with also making sure that the game doesn't drag on for too long, so if anyone needs to retcon a question at any point, please feel free to do so!
Ghost Level Delve || Extinction Curse
Hey folks! I'm sure many of you know out of character what this creature is, so I wanted to let you know that I'm tweaking it a bit. I've never really liked golem anti-magic, since it's very unclear, and I really like how the Brass Bastion in Rage of Elements handles a similar thematic ability. So instead of immunity to magic, which is vague, these creatures will have resistance to damage from spells, except for the types of spells that always affected it. I'm being a little vague on the last bit, since which elements affect them how really needs a Recall Knowledge check, but hopefully the overall principle is clear!
Congratulations to all! Linda, it has been a pleasure working with you over the years. I remember on the first scenario I wrote working with you, Beneath Unbreaking Waves, hearing your story of doing a dramatic reading with the placeholder NPC names: "Death could not stop Steve!" You have certainly left your mark on Organized Play, and I know you'll excel at whatever you do next. And I hope we haven't seen the last of your Queen Abrogail cosplay!
Sounds good, Redelia, we'll figure it out! And thank you, Shifty! While my break from both freelance writing and doing Org Play was for a good reason (I had a baby!), I'm pretty glad to be dipping my toe back in. I stayed on top of all my Gameday games as a player, so I'm feeling good about GMing again!
Hey folks! I haven't been around in a while, but I am looking forward to catching up on all the SFS that I missed! That includes running the scenario I co-authored with my husband, 5-13 Finding the Forgotten! This is a 7-10 scenario with the Faction (Second Seekers [ Ehu Hadif], Wayfinders), Metaplot (Redemption's Rise), and Starship tags. If you are interested in playing, please sign up here. If there are more than six players interested, I will run a lottery Thursday morning to choose players, so sign up by Wednesday night. I don't have an exact starting date, but it will be after the SFS Gameday special ends, so you can definitely bring a character who is currently playing in the special. I am looking forward to running this!
N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None
Will: 1d20 - 1 ⇒ (2) - 1 = 1 Loooool "Gah!" Ursula clutches her head, but still sets the charge. shaken Engineering check: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20 Even with the psychic injury, she still manages to set the charge quickly, and then she begins retreating. At least I gain an entropy point for that!
When my husband and I first started playing PFS at one of the venues that Pirate Rob discussed and Painlord wrote that linked thread about, the “everyone GMs” culture was very clear to us right away. I think I played for over two months before I had the same GM twice. Dennis and I had both GMed at home, so we stepped into GMing for PFS pretty easily. When that culture is present, it does a lot on its own.
This isn’t a silver bullet, but I have found that an important step is to tell someone to stop the behavior in clear, direct language. Even if it seems obvious to you that XYZ is annoying the other players, it really might not be obvious to them. Hinting may not get through. “I need you to stop doing XYZ.” It doesn’t always work, but it does sometimes! At the very least, it’s a good place to start. And their response can help you suss out if someone is just unaware of how their behavior affects others or deliberately provoking people.
CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---
Xanno seems impressed. "They must be very tough knights to have mounts as monstrous as horses!" As Uirch is the most patient, Xanno peppers him with questions as he goes about his duties. "Have you killed an undead before? Is it still killing if they're already dead? Have you been to Freedom Town before? Have you ever been to the Darklands? It's not very nice there."
NG female human-ish witch 2 | HP 26/26 | AC 18 w MA | F +6 R +6 W +6 | Perc +4 | Stealth +2 | Speed:25 ft | Active Conditions: ---
Done! I realized I should mention one more funky thing: the rune witch focus cantrip discern secrets gives a +1 bonus, so I will always cast that to make a recall knowledge, seek, or sense motive roll (unless I've already cast it that combat and am currently immune or something). What's funky is that the target of the spell isn't necessarily myself, so I can cast it and have someone else make a recall knowledge roll on my action. I might do that if Jaware hasn't rolled his own knowledge check on his turn, for instance, but I know his knowledge of religion is much better than mine. It's doesn't otherwise mess with the normal rules of recall knowledge.
NG female human-ish witch 2 | HP 26/26 | AC 18 w MA | F +6 R +6 W +6 | Perc +4 | Stealth +2 | Speed:25 ft | Active Conditions: ---
Filentsa is shopping in a market in Absalom when the message arrives. She seems oddly well-practiced at destroying the note and subtly glancing around her to make sure that no one is watching. She books passage on a ship, entertaining the children aboard with her clockwork devices, but never ever removing her tall, pointed hat. She transfers to a carriage to take her over land. She makes small talk with the other passengers. "Ah, hello! I am so happy to be traveling to Kyonin. It has been some years since my last visit!" And quite a few more years in your time than mine she thinks to herself.
N female anadi (polychromatic anadi) bard 12 | HP 140/140 | AC 30 | F +18 R +19 W +22 | Perc +22 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---
Wisps wakes up and immediately heals herself, using the power of her mask. 5th level Soothe: 5d10 + 20 ⇒ (5, 6, 3, 8, 10) + 20 = 52
She stands up on shaky legs. |