[GM School] Into the Unknown (Inactive)

Game Master Redelia



Venture Lieutenant, Play by Post (online)

This is the replacement main thread for this table of GM school. It is also where we will play any portions of the quest series that I GM.

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

DOT by request.


Venture Lieutenant, Play by Post (online)

***** Part 4: Salvage *****

Venture-Captain Arvin’s pre-recorded hologram stands on the bridge of the Odyssey, his hands clasped behind his back. "Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftovers from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer. Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck."

One person (whoever has been acting as your science officer on the journey here) can try a computers check for more information on Ulmarid. I also need whoever has been acting as pilot to roll a piloting check to navigate through the asteroid debris. The captain can assist this piloting roll (with piloting, diplomacy, or intimidate) and the science officer can assist with another computers check.

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Domak tries to plot a safe course through the asteroid field.

Piloting 1d20 + 7 ⇒ (9) + 7 = 16

Dataphiles

Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.
Skills:
Bluff +14 (spy), Computers +11, Culture +12, Diplomacy +7, Disguise +12, Engineering +11, Intimidate +11, Mysticism +8, Perception +9, Piloting +11, rofession (Merchant) +14; Sleight of Hand +11

Computers re Ulmarid: 1d20 + 9 ⇒ (6) + 9 = 15
Computers re Aid for navigation: 1d20 + 9 ⇒ (6) + 9 = 15

After a lengthy trip in the Drift, Morvruul begins to get suspicious. Did Venture-Captain Arvin merely send me away on this lengthy trip to keep me away from sensitive information back at the Lorespire Complex? The conspiring witchwyrd fears that his efforts to infiltrate the Society in order to obtain access to new technologies and artifacts may have been discovered. His fears subside somewhat, when he finds that he still has access to information contained within the Society's databanks regarding alien worlds.

Not wanting the ship to collide with any asteroids, Morvruul extends the sensor sweep, relaying the projected course of various orbital bodies to the pilot's station.

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Blibdoolpoolp hovers nervously between stations. "MySelf hopes you are as good a pilot as you seem, Domak!"

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

"Me too."


Venture Lieutenant, Play by Post (online)

Domak, using information Morvruul digs up, safely navigates the ship through an asteroid field.

Morvruul also finds out that the atmosphere of Ulmarid is known to experience sudden, fierce storms of poisonous crystals.

Your team is easily able to find the source of the distress signal from the Unbounded Wayfarer, but you can tell the ground in the area is not safe to land on, so Domak takes you to a safe landing area about half an hour away and lands the ship.

You grab your gear and exit the ship. The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal, but the sky is clear.

Would anyone like to attempt a survival check? It is to your benefit for more than one character to succeed at it.

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Only too pleased to have made it through the asteroids, Domak double checks his gear before leaving the ship. This is what he has trained for.

survival 1d20 + 12 ⇒ (6) + 12 = 18 +4 if orienteering

Dataphiles

Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.
Skills:
Bluff +14 (spy), Computers +11, Culture +12, Diplomacy +7, Disguise +12, Engineering +11, Intimidate +11, Mysticism +8, Perception +9, Piloting +11, rofession (Merchant) +14; Sleight of Hand +11

Survival, untrained: 1d20 + 1 ⇒ (16) + 1 = 17

Morvruul grabs a few of his belongings and checks the environmental seals on is armor, preparing for the worst.

"Sand-scoured wasteland, rocky protrusions, poison crystal storms..." the witchwyrd enumerates. "Quite the resort planet, wouldn't you say?"

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Though Blibdoolpoolp looks around eagerly at the unfamiliar surroundings, she's far from adept at interpreting them...

Survival: 1d20 + 3 ⇒ (6) + 3 = 9

Wayfinders

Female Shirren Xenoseeker Empath Mystic 1 Init +2 | Per +4 (darkvision 60') | KAC 14, EAC 13 | SP 2/7, HP 12/12, RP 4/4 | Fort +1, Ref +2, Will +5 | 1st: 2/3

Survival: 1d20 + 3 ⇒ (2) + 3 = 5
While Jchak realizes it would be best to leave the orienteering to those who have a clue what they're doing, she engages environmental seals and disembarks. "I would not call it a res- oh. Well, if the Unbounded Wayfarer is only a half-hour away, we may be able to avoid the storms altogether." Her antennae are twitching excitedly.


Venture Lieutenant, Play by Post (online)

Domak and Morvruul both notice that a storm is about to start, because of the smell. In fact, they both notice early enough to warn one other team member, so you all have a bit of time to get ready.

Soon, a rainstorm of poisonous crystals coalesces out of the clear air and pounds down on the region for 3 rounds. You are too far away from both your ship and your destination to be able to take cover anywhere.

please roll 3 reflex saves. You each get a +4 bonus on these saves because of the successes on the survival checks.

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex: 1d20 + 4 ⇒ (20) + 4 = 24

Blibdoolpoolp isn't exactly light on her pseudopods, but her companions' advice goes a long way in keeping her safe through the crystal storm.

Dataphiles

Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.
Skills:
Bluff +14 (spy), Computers +11, Culture +12, Diplomacy +7, Disguise +12, Engineering +11, Intimidate +11, Mysticism +8, Perception +9, Piloting +11, rofession (Merchant) +14; Sleight of Hand +11

Reflex save: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Reflex save: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Reflex save: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25

Morvruul trudges through the storm, eyeing up the equipment carried by his fellow Starfindees should the storm prove to be too much for them.

"Stick close together." he suggests as the particulates in the air make it more difficult to see the possessions carried by his allies.

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Domak uses his tent to help protect him from the falling crystals.

Ref: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Ref: 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12
Ref: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25

It doesn't provide much cover.

Wayfinders

Female Shirren Xenoseeker Empath Mystic 1 Init +2 | Per +4 (darkvision 60') | KAC 14, EAC 13 | SP 2/7, HP 12/12, RP 4/4 | Fort +1, Ref +2, Will +5 | 1st: 2/3

Reflex: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Reflex: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Reflex: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Jchak does her best to avoid the storm, but is a bit slow.


Venture Lieutenant, Play by Post (online)

Morvruul and Jchak-Chtal are able to avoid all the crystals.

Domak and Blibdoolpoolp are each hit once.
Domak damage: 1d6 ⇒ 1
Blib damage: 1d6 ⇒ 2
I need fort saves from both of you against the poison of the crystals.
If you had been with us from the beginning, you would have been given bulbs by ysoki that can help with poison if you chew them. Due to the odd circumstances around this game, I'm going to declare that you still have access to them, so you get +4 to this fort save.

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Fort: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Feeling the poison of the crystal storm coursing through him, Domak chews on the bulb given to him for just such a circumstance.

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Fort: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Clearly osmosing the bulb wasn't the optimal method of ingestion...


Venture Lieutenant, Play by Post (online)

Blibdoolpoolp finds herself filled with weariness. encumbered for the next hour.

You move on, and are nearing the site of the crash when a creature suddenly appears from underground in the midst of you.

initiative rolls:

Blibdoolpoolp: 1d20 ⇒ 9
Domak: 1d20 + 7 ⇒ (1) + 7 = 8
Jchack-Chtal: 1d20 + 2 ⇒ (16) + 2 = 18
Morvruul: 1d20 + 2 ⇒ (17) + 2 = 19
monster: 1d20 ⇒ 13

bold may post:
Morvruul
Jchack-Chtal

monster
Blibdoolpoolp
Domak

This is an odd encounter, so we are going to do it without a map. You are currently flanking with each other and 5 feet away from the monster.

Dataphiles

Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.
Skills:
Bluff +14 (spy), Computers +11, Culture +12, Diplomacy +7, Disguise +12, Engineering +11, Intimidate +11, Mysticism +8, Perception +9, Piloting +11, rofession (Merchant) +14; Sleight of Hand +11

Morvruul draws his baton and whacks at the creature. "Back! Back!", he cries. "Oh dear, is that one of your natural predators coming this way?"

Bluff (Trick Attack): 1d20 + 11 ⇒ (1) + 11 = 12
Melee (baton, tactical) w/flank: 1d20 + 2 ⇒ (16) + 2 = 18
Damage (baton)(B): 1d4 ⇒ 4
Additional Damage is Trick Attack Successful): 1d4 ⇒ 4

Wayfinders

Female Shirren Xenoseeker Empath Mystic 1 Init +2 | Per +4 (darkvision 60') | KAC 14, EAC 13 | SP 2/7, HP 12/12, RP 4/4 | Fort +1, Ref +2, Will +5 | 1st: 2/3

Baton: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Life Science: 1d20 + 5 ⇒ (14) + 5 = 19
Jchak tries to recall if she has seen anything like this creature before, although her focus on identifying it causes her baton to miss.


Venture Lieutenant, Play by Post (online)

Morvruul's baton slams into the creature. Jchak-Chtal tries to do the same, but can't hit the monster. The creature retaliates against Morvruul.

bite: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d6 + 3 + 1d3 ⇒ (4) + 3 + (2) = 9 (7 slashing, 2 sonic)

Jchak-Chtal knows the creature is a Skreebara. It's a burrowing creature that has 10 foot reach and can make a sonic screech if it is in severe danger.

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Domak uses the cover of the exploding sand to hide his attack. He backs away and fires at the creature.

Trick Attack:
survival 1d20 + 12 + 4 ⇒ (2) + 12 + 4 = 18 Damage 1d4 ⇒ 1

Semi Auto Pistol, tactical:
to hit 1d20 + 2 ⇒ (8) + 2 = 10 Damage 1d6 ⇒ 2

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Blibdoolpoolp stabs at the creature with her spear, then floats away carefully, making molecular level modifications to harden herself against unwelcome infrasonics.

Spear: 1d20 + 2 ⇒ (8) + 2 = 10
Piercing: 1d6 + 2 ⇒ (2) + 2 = 4

Using Early Stage Adaptation to get Resist 2 to Sonic for a turn


Venture Lieutenant, Play by Post (online)

Domak and Blibdoolpoolp are unable to hit the Skreebara.

Morvruul and Jchak-Chtal are up.

Dataphiles

Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.
Skills:
Bluff +14 (spy), Computers +11, Culture +12, Diplomacy +7, Disguise +12, Engineering +11, Intimidate +11, Mysticism +8, Perception +9, Piloting +11, rofession (Merchant) +14; Sleight of Hand +11

Seeing his fellow Starfinders not making much impact on the creature and never the one to be a hero, Morvruul considers putting some distance between himself and the creature. However, to his horror, he concludes that the burrowing beast would be able to get its mandibles on him before he could escape.
I am assuming creature has reach.

Thus, the "merchant" concludes his best tact is to stand and fight. He begins to fake a retreat, then swings his baton at the beast.

Bluff (Trick Attack): 1d20 + 11 ⇒ (19) + 11 = 30
Melee (baton, tactical): 1d20 + 2 ⇒ (4) + 2 = 6
Damage (baton)(B): 1d4 ⇒ 4
Additional Damage is Trick Attack Successful): 1d4 ⇒ 4

Wayfinders

Female Shirren Xenoseeker Empath Mystic 1 Init +2 | Per +4 (darkvision 60') | KAC 14, EAC 13 | SP 2/7, HP 12/12, RP 4/4 | Fort +1, Ref +2, Will +5 | 1st: 2/3

Jchak decides she is not very skilled in physical combat, and would be better off using a spell. If she thinks a mental spell could affect the skreebara, she will cast mind thrust.
Damage: 2d10 ⇒ (5, 5) = 10
DC 14 Will save for half damage.

If she believes it to be mindless, she will instead do her best to hit it with her baton, swinging twice to make up for lost time.
Baton: 1d20 + 2 + 2 - 4 ⇒ (15) + 2 + 2 - 4 = 15
Damage: 1d4 ⇒ 1
Baton: 1d20 + 2 + 2 - 4 ⇒ (12) + 2 + 2 - 4 = 12
Damage: 1d4 ⇒ 4


Venture Lieutenant, Play by Post (online)

will save: 1d20 + 2 ⇒ (7) + 2 = 9

Morvruul is also unable to make contact with the creature. Jchak-Chtal assaults its mind, and it reels in pain.

It sends a sonic wave at her in response.
damage: 3d4 ⇒ (2, 4, 4) = 10 reflex save DC 12 for half damage

Skreebara at -14 HP; Morvruul at -9

The entire party is up.

Dataphiles

Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.
Skills:
Bluff +14 (spy), Computers +11, Culture +12, Diplomacy +7, Disguise +12, Engineering +11, Intimidate +11, Mysticism +8, Perception +9, Piloting +11, rofession (Merchant) +14; Sleight of Hand +11

Morvruul again plots a way to escape and appears to do so. But, upon considering the reach of the mandibles, the witchwyrd relents and again swings a baton at the creature.

Bluff (Trick Attack): 1d20 + 11 ⇒ (16) + 11 = 27
Melee (baton, tactical): 1d20 + 2 ⇒ (9) + 2 = 11
Damage (baton)(B): 1d4 ⇒ 3
Additional Damage is Trick Attack Successful): 1d4 ⇒ 4

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Domak scrambles around some rocks to get a better shot at the skreebara.

Trick Attack:
survival 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29 Damage 1d4 ⇒ 2

Semi Auto Pistol, tactical:
to hit 1d20 + 2 ⇒ (19) + 2 = 21 Damage 1d6 ⇒ 4

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Having backed away from the worm, Blibdoolpoolp joins her consciousness to Jchak's assault.

Mind Thrust: 2d10 ⇒ (4, 8) = 12 DC 14 Will for 1/2

5-footed away last turn, so one more 5-foot should put Blib out of reach this turn


Venture Lieutenant, Play by Post (online)

As batons and pistol shots and mental assaults continue to rain down on the Skreebara, it dies. dead whether it made that save or not...

You continue your journey and reach the crash site. You are able to look over the wreckage. perception or piloting check to look over the external wreckage and gather some clues as to what happened The computer is mostly ruined, but does appear to have enough energy for you to gather information from it. You see a small slot that perfectly matches the shape of the Starfinder Insignias you recovered earlier.

Wayfinders

Female Shirren Xenoseeker Empath Mystic 1 Init +2 | Per +4 (darkvision 60') | KAC 14, EAC 13 | SP 2/7, HP 12/12, RP 4/4 | Fort +1, Ref +2, Will +5 | 1st: 2/3

Reflex: 1d20 + 2 ⇒ (15) + 2 = 17
After the fight, Jchak sees that Morvruul has sustained some serious injuries. Once they reach the wreckage, she summons the healing energies of Hylax and takes a minute to heal him. "Here, I should be able to treat the worst of these."
Spending 1 minute to restore 4 HP with Healing Touch.

Second Seekers (Luwazi Elsebo)

Nonbinary NEED TO FINALIZE WHEN LEVELING Barathu Biotechnician Mystic | SP 7/7, HP 12/12 | EAC 13, KAC 15 | Fort +2, Ref +0, Will +5 | Init +0 | Perc +7 | Sense Motive +7 | RP 1/4

Blibdoolpoolp examines the insignia slot carefully, and extends a tentacle towards whoever's carrying them. "Was this just where those were stored? Or are they a key to something more?"

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Wayfinders

Vesk Spacefarer Operative (explorer)/Soldier 4/1 | SP 46/46 HP 37/37 RP 6/6| EAC 22 KAC 22 | Fo +6 Re +8 Wi +7; +2 v Fear, Evasion | Init +10 | Percep +10; Low-Light Vision, Darkvision 60' |

Domak takes a few minutes to rest and catch his breath. 10 minute rest

"This was a rough landing." Domak tries to work out what happened.
Piloting 1d20 + 7 ⇒ (4) + 7 = 11

If he's also allowed a Perception roll
Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Venture Lieutenant, Play by Post (online)

You recognizes characteristic impact marks of heavy metallic slugs, such as those used in coilguns or railguns on starships. The damage on the ship’s hull indicates that it tried to dodge the strafing fire but darted the wrong way. You understand firsthand how the Lawblight orients its attacks with its coilguns. (This will provide a benefit if you fight the lawblight later.)

You insert one of the insignias into the indentation, and the computer flares to life just enough to display a datafile of worlds previously explored by crew of the Unbounded Wayfarer. They include:
• A wasteland planet called Elytrio that displayed signs of scattered technology.
• A sentient asteroid called Lamentia teeming with morlock “children” in the Vast.
• A massive space station called End of Bright Things stuck between the orbits of two blue dwarf stars.
• A stormy, oceanic world called Wealdriad, with upthrust columns of basalt piercing the storm-tossed ocean’s surface.

The final location’s coordinates are too damaged to display. You easily send this data back to the Odyssey.

The computer also opens a slot, which contains a salvaged item from the lost location (see Rewards). The stored item is an iridescent spindle aeon stone, though there aren’t any further details regarding the item’s history.

You return to your ship, ready to return to Absalom Station.

Very good, everyone, that is the end to the fourth quest. We'll take a day or so break before we start the final quest.


Greetings all.

Its been more that a few days but both Thanksgiving and house hunting is behind me and I now have the time to try my hand at running. I had somehow missed my invite to the earlier parts of this game and had initially planned to run and had prepped Salvage, but that is all behind me now and GM Redelia has given me the chance to complete my GM training by running the last part of this scenario. I hope everyone is still on board and I invite you to dot the gameplay thread and post in the discussion thread to report in.

Welcome to Lawblight.

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