Retrocon Cosmic Captive GM Thread (Inactive)

Game Master Tyranius

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Sovereign Court

Chronicle Sheets GM Busy At Work........

It got answered here in the previous Run.


nightdeath wrote:
It got answered here in the previous Run.

It is as Nightdeath answered. More protection towards environmental hazards than a direct energy resistance.

Sovereign Court

Year of Boundless Wonder

For the 1pp spell to get planetary protection, would players have to pay separately for animal companions, mounts, familiars, etc? Checked the previous campaign and seems the overseer ruled that it applies without paying separately.

Grand Lodge

Curse of the Crimson Throne | Loot

Also need an answer to this question re planetary adaptation spellcasting services, please.

If the spell covers more than one creature, seems one spell ought to suffice. If the creature acts independently, seems two spells would be needed.

I've informed my table that they need to pay an additional 1PP to cover a creature other than themselves, but I'm happy to reverse that ruling if the Overseer GM rules differently.


@Kuey & Lorenzo- Just 1 PP to cover both yourself and whatever companion / familiar you have with you.

Sovereign Court

Year of Boundless Wonder

This question is more to satisfy my personal curiosity as I don't think it would affect my table. The rules for low gravity only has the range of projectile weapons increased but nothing is mentioned for thrown weapons. Is that intentional? So thrown weapons would still have normal range?


Prank War Map

Similar to the interplanetary adaptation question, I was asked if the initial supplies (notable the endure elements potion) had enough to cover animal companions. My assumption is no since it is a bit of a different situation that the adaptation spell. I wanted to check if my answer was fine or if there was another standard answer.


GM kuey wrote:
This question is more to satisfy my personal curiosity as I don't think it would affect my table. The rules for low gravity only has the range of projectile weapons increased but nothing is mentioned for thrown weapons. Is that intentional? So thrown weapons would still have normal range?

I would have it affect thrown weapons as well.


GM Blazej wrote:
Similar to the interplanetary adaptation question, I was asked if the initial supplies (notable the endure elements potion) had enough to cover animal companions. My assumption is no since it is a bit of a different situation that the adaptation spell. I wanted to check if my answer was fine or if there was another standard answer.

That is fine as the Planetary Adaptation makes you immune to extreme temperatures already, if that is what you are worried about.

Planetary Adaptation:
This spell functions as planar adaptation, except that it works only on worlds of the Material Plane. The cold void of space is considered a single world for the purpose of this spell, allowing you to survive in vacuum. you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air.


GMs, please be aware that there is a nasty winter storm moving through the United States, so some players may lose power and be unable to post. Please bot them as needed to keep your game moving forward, but please also be understanding of the situation when they return.

If you as a GM find yourself without power, please do your best to get word to me, any of the online VOs, or any other GMs for this special so they can get word to me and we can get your table covered with a backup GM.

Sovereign Court

Year of Boundless Wonder

Just to be sure, clearing F1 Servants of Ymeri doesn't garner a success right? Only after clear F2 Crash Site do we report success?


Prank War Map

Same question on my end. I was assuming that every encounter reported a success (unless it specifically said otherwise) including the Common encounters.

I was nearing the end of the F2 Crash Site on my end and was considering running one of the Common Encounters if they wanted to continue exploring the Sea of Light. Would you rather I focus on getting them to one of the other two areas?

Overseer Tyranius wrote:
That is fine as the Planetary Adaptation makes you immune to extreme temperatures already, if that is what you are worried about.

Thank you, for some reason I thought the adventure said that didn't apply, but I see that now. Thank you.


GM kuey wrote:
Just to be sure, clearing F1 Servants of Ymeri doesn't garner a success right? Only after clear F2 Crash Site do we report success?

Yes, it does. Here is a handy chart that will let you know which areas grant a success and other useful information. (created by Iammers).

Cosmic Captive information and Successes (Link)


Prank War Map

For the purpose of reporting the Special Fire and Special Water successes, do you want us to just report the Special success or report both the Special Success and the normal success.


GM Blazej wrote:
For the purpose of reporting the Special Fire and Special Water successes, do you want us to just report the Special success or report both the Special Success and the normal success.

Follow the chart linked a post above. As for the Crash Site it will be a Special Fire and a normal fire success.


Accidentally posted 2 Water Successes instead of 2 Fire Successes. Could use a correction to the sheet. Apologies!


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BR Nathan Davis wrote:
Accidentally posted 2 Water Successes instead of 2 Fire Successes. Could use a correction to the sheet. Apologies!

Corrected!


How long do the ACG tables count as double successes? Is that until a certain part?


BR Elinnea wrote:
How long do the ACG tables count as double successes? Is that until a certain part?

Concerning Successes it looks to be all the way through. I'll let you know if it changes at all with each Part.

Sovereign Court

Year of Boundless Wonder

I think we just triggered the Special Fire.

Sovereign Court

Year of Boundless Wonder

Looks like we've reached the Fire goal for outermost region, and Earth goal for innermost region.

Grand Lodge

Curse of the Crimson Throne | Loot

Tier 7-8 Table completed Encounter D2. Reported second success. The party acquired one clue.


Awesome. Keep track of the Clue as it will be reported in Part 3!

Grand Lodge

Curse of the Crimson Throne | Loot

Just checking: Since the engines were repaired, gravity has returned to normal and temperatures have begun to warm enough that Water creatures have the sickened condition. Is that correct?


GM Lorenzo wrote:
Just checking: Since the engines were repaired, gravity has returned to normal and temperatures have begun to warm enough that Water creatures have the sickened condition. Is that correct?

That is correct.

Grand Lodge

Curse of the Crimson Throne | Loot

Subtier 7-8 Table achieved their third Water success in D3. Moving on to Area E tomorrow morning.


Prank War Map

I know things might be hard to tell right now, but do you know around when you plan to start Part 3? I'm just looking for a rough idea of how I should pace the rest of Part 2.


GM Blazej wrote:
I know things might be hard to tell right now, but do you know around when you plan to start Part 3? I'm just looking for a rough idea of how I should pace the rest of Part 2.

For now continue to plan to end Part 2 on the original allotted time of the 8th. To give a better explanation Cosmic Captive was added to Retrocon specifically for ACG and they require near the full timeframe.

It is definitely a challenge trying to balance the two, especially since this is the first time with a far greater ACG component than RPG on the special, but luckily this is one of those Specials that has way more paths to explore than any one table could possibly see in one sitting.

So for the RPG side, continue to focus on a few of the common encounters and work out some roleplay to help explain little pieces of the background for this Special as this is one that the players could easily get to the end and not have a clue what happened or why they were even here as it doesn't do a very good job explaining the mystery.

If we get closer to ending Part 2 earlier than that I will let you know and try to give you at least 24 hours notice.


Prank War Map

That sounds very good, I was worried for a time that the special would move quickly before a lot of the groups had a chance to get through a decent portion of the combat.

On my end my group has already done all of the Labyrinth of Fire encounters (they are on the last one) as well as all of the common encounters.

I want to make sure I'm not going off the rails without you knowing. Unless you have a problem with it in particular I was going to have them backtrack into areas that have already been claimed (and note when they acquire clues in those areas). I'll be trying to slow the pace of the encounters and focusing more on any analysis and roleplay can be done in the sections.

Sovereign Court

Year of Boundless Wonder

My group is similar. We've completed all the Fire encounters as well as two of the common encounters. Rather than throwing more at them, which just feels like time-feelers, I'm thinking of backtracking them to areas where they can collect clues. I have a question though that I couldn't really find the answer in the scenario. If I want to bring them to, say, D2, would they have to go through D1 first?


@BlazeJ and Kuey- Both sound reasonable to me. You would not need to go through area D1 as it has been cleared.


Prank War Map

I had a question for one of the Vault Entrance areas that I didn't find an answer in a quick browse. In C2 (Staging Grounds) this is one of the areas with potential clues. To gain the clue it requires freeing and persuading an enslaved creature. However enslaved creatures only appear in the 7-8 and 10-11 sub-tiers.

I was curious to know if you knew if this was intentional or is meant to be different than as written.


GM Blazej wrote:

I had a question for one of the Vault Entrance areas that I didn't find an answer in a quick browse. In C2 (Staging Grounds) this is one of the areas with potential clues. To gain the clue it requires freeing and persuading an enslaved creature. However enslaved creatures only appear in the 7-8 and 10-11 sub-tiers.

I was curious to know if you knew if this was intentional or is meant to be different than as written.

She sold her whole family into slavery. I would be under the assumption that the remainder of the creatures are slaves as well. As long as you are able to speak their language I would think you could also attempt Diplomacy with them as well.


UPDATE!

I will be kicking us off into Part 3 in the morning. Please clean up your current areas as much as possible.

Grand Lodge

Curse of the Crimson Throne | Loot

My tier 7-8 table's been stuck at E2. Prison Guards for the last four days or so. Shouldn't be a problem to settle things.

They haven't received an Aid Token yet. Anybody want to cough one up?


GM Lorenzo wrote:

My tier 7-8 table's been stuck at E2. Prison Guards for the last four days or so. Shouldn't be a problem to settle things.

They haven't received an Aid Token yet. Anybody want to cough one up?

There are no aid tokens in this Special :)

Sovereign Court

Year of Boundless Wonder

The spreadsheet doesn't seem to be tabulating the number of clues correctly. There seems to be an error in the formula (adding up only from row 125 instead of row 1).


GM kuey wrote:
The spreadsheet doesn't seem to be tabulating the number of clues correctly. There seems to be an error in the formula (adding up only from row 125 instead of row 1).

Corrected! Thanks for the catch.

Grand Lodge

Curse of the Crimson Throne | Loot

The Tier 7-8 Table has reached H3, The Shattered Sanctum, and I'm about to post the area's description and call for the party to attempt preliminary checks to break the warding circles and decipher the orb.

Any guidance from the Overseer GM that I need to be aware of?


Not really, it is all laid out in the section, just a lot of information. Just keep the players well informed of what their options are as there is a lot going on, those runes can make things quite difficult.

That area basically goes into waves of fighting off an enemy with 1 round in between to either further damage the runes or attempt to solve some of the puzzle. If folks want to target the runes in the middle of combat, similar to an enemy, I would allow that as well.

Sovereign Court

Year of Boundless Wonder

I would be away for a short weekend trip from 15-17 Feb (Fri to Sun). Could I request the services of a backup GM for my table? They are at H3 and just encountered the caryatid columns for the first time, which I have confidence they would defeat before then.

Tyranius, is it 1 or 2 rounds between combat to target the runes / puzzle orb? From top of page 49, "In between combats, each PC has 2 additional rounds of actions that he can use to heal himself or others. He may perform these actions in addition to attempting a check against the magic circles or puzzle orb." A strict reading seem to suggest that they have two rounds between combat, but can only attempt one check during this time, which doesn't make sense since each attempt only takes one round.


Slides/maps

Shoot. I would have gladly, but we just booked our own weekend trip for the same weekend. :(


GM kuey wrote:
Tyranius, is it 1 or 2 rounds between combat to target the runes / puzzle orb? From top of page 49, "In between combats, each PC has 2 additional rounds of actions that he can use to heal himself or others. He may perform these actions in addition to attempting a check against the magic circles or puzzle orb." A strict reading seem to suggest that they have two rounds between combat, but can only attempt one check during this time, which doesn't make sense since each attempt only takes one round.

So basically you have 3 rounds that are stricter on what can be done. 1 round to damage the runes / work on the puzzle followed by 2 additional to simply provide healing.


GM kuey wrote:

I would be away for a short weekend trip from 15-17 Feb (Fri to Sun). Could I request the services of a backup GM for my table? They are at H3 and just encountered the caryatid columns for the first time, which I have confidence they would defeat before then.

Nightdeath and Gimble are also set up as Backup GM's. Their links are in the first post of the Gameplay thread. Let me know if you don't hear anything by tomorrow evening and I'll start sending out PM's.

Sovereign Court

Chronicle Sheets GM Busy At Work........

I'm looking here so I'll know if there's a need for backup.

Sovereign Court

Year of Boundless Wonder
Overseer Tyranius wrote:
GM kuey wrote:
Tyranius, is it 1 or 2 rounds between combat to target the runes / puzzle orb? From top of page 49, "In between combats, each PC has 2 additional rounds of actions that he can use to heal himself or others. He may perform these actions in addition to attempting a check against the magic circles or puzzle orb." A strict reading seem to suggest that they have two rounds between combat, but can only attempt one check during this time, which doesn't make sense since each attempt only takes one round.
So basically you have 3 rounds that are stricter on what can be done. 1 round to damage the runes / work on the puzzle followed by 2 additional to simply provide healing.

Ah yes, "in addition". But what in-game reasons can I give for why the players can't use the two rounds of healing to tackle the magical circles / puzzle orb instead, since they could do it in combat?

@Nightdeath, can you cover me for this weekend, 15-17 Feb (Fri to Sun)?

Sovereign Court

Chronicle Sheets GM Busy At Work........

I got you covered Kuey.


nightdeath wrote:
I got you covered Kuey.

Thanks Nightdeath!


Hmm, The puzzle orb and and magical circles are too complex and though you are healing you are still working through parts of the process in your mind to attempt to solve and break them.

The three rounds are kind of an all in one moment type of thing. More than likely they will be injured enough that they will need to heal and if not then they will just have the one quick round to work on the puzzle / circles.

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