[SFS_Aerondor] 01-17 Reclaiming the Time-Lost Tear (Inactive)

Game Master Aerondor

Map

init:

[dice=Viper]1d20+7[/dice]
[dice=Remi]1d20+7[/dice]
[dice=Bugface]1d20+6[/dice]
[dice=Pangea]1d20+5[/dice]
[dice=Sev+]1d20+2[/dice]
[dice=baddies]1d20+[/dice]
[dice=who knows]1d20+[/dice]

Chronciles


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Lantern Lodge

Silent tide map

To make it easy for me to fill in the chronicles, could you please provide for the character you want to credit this to...

Chronicle: What chronicle number will this be for your character?
Player name: Your name, as you want it to appear on the chronicle
Character name: The name of your character
Organized play #-#: Your society play and character numbers
Faction: Characters Faction slotted
XP: Your starting XP
Fame: Your starting fame
Credits: Opening credits before purchases
Day job: Your day job skill and roll. (or alternative such as training or true savior)
Reputation: Which factions you have reputations with (and how much) before participating in this scenario.
Boons: Any boons you have slotted. (you may change these after the briefing)

Purchases: Any purchases you wish to make from your initial funds, before the start of the game.
Starship role: This scenario has starship combat. Please nominate the role you would like on the ship and include your relevant skill bonuses.

Please introduce yourself in gameplay.

Please also add an icon for your character to the first page of the map. Ideally this will be the same as the one you post with.

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Chronicle: 13
Player name: Nik
Character name: Viper 6
Organized play #-#: 41662-701
Faction: Exo G
XP: Your starting XP 12
Fame: 20
Credits: 1517
Day job: Lab Technician 1d20 + 7 ⇒ (7) + 7 = 14
Reputation: EXO G - 24

Day job - NIL

Think I finished levelling up...!

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

Twins! We even have the same Profession skill! Our specializations differ, at least.

Chronicle: 14
Player name: Elinnea
Character name: Remi
Organized play #-#: 270121-701
Faction: Wayfinders
XP: 13
Fame: 21
Credits: 6048
Day job: Profession (lab tech): 1d20 + 14 ⇒ (19) + 14 = 33
Reputation: Wayfinders 27; Second Seekers (Luwazi Elsebo) 1

Boons:

Ally: Spirits of a Doomed People
Faction: Wayfinders Champion, Improved
Personal: Scoured Stars Survivor
Social: AbadarCorp Augmentations
Slotless: Claimant to Salvation, Worldwide Explorer, Morlamaw Linguist, Journey to the Scoured Stars Segment 6, Triunite Technotheurgy

(Most of those probably won't be relevant but I can provide their texts if needed. Remi went to the Scoured Stars but I'm guessing that for this scenario it hasn't happened yet.)

Purchases: Nothing before the scenario

FYI for the GM: I get a bonus on my trick attack if I've identified a creature, so I will be attempting recall knowledge checks whenever possible.

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Chronicle: 15

Player name: Eggells

Character name: Bugface

Organized play #-#: 170784-703

Faction: Second Seekers(LE)

XP: 14

Fame: 27

Credits: 8192

Day job: Starship Mechanic: 1d20 + 12 ⇒ (4) + 12 = 16

Reputation: Acq: 1 SS(LE): 31 SS(JA): 1

Boons:
Ally - Duskmire Allegiance - Yeti
Faction - Second Seekers(Luwazi) champion
Personal - Scoured Stars Survivor
Promotional - none
Social - Faction's Friend
Slotless - Protector of the Future, Private Vault, Marked Field Agent, Salvation' Delver, Abysshead Download, Team Spirit

Purchases: None

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Hello all!
Cannot wait to meet who I will happily be playing alongside.
And hello GM Aerondor, and thanks for running another great game, I am sure.
Quite busy w. work these days, so have to wait till tonight to post all info'.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Chronicle: 12
Player name: Eric Collins
Character name: Pangea-Beta
Organized play #-#: 101218-702
Faction: Acquisitives
XP: 17
Fame: 31
Credits: 11821
Day job: Take 10+16 = 26 = 52 Cr.
Boons: (all boons noted in character sheet ; important ones:)
• Gun Runner (might cross off at end to purchase weapon at -20%)
• Iztheptar Research (that I always forgot ; bonus for saves vs. poison/disease already exposed to w. 24 hours)
• Promotional Record Keeper (reduce RP cost to regain Stamina by 1)
• Starfinder Insignia
• Abysshead Download
•Journey to the Scoured Stars: Segments 1 & 2
Contractor’s Respect - using for 2nd out of 3 times to get a level+1 armor lent by Ulrikka Clanholding for the adventure

Purchases: Probably none

Second Seekers (Luwazi Elsebo)

Android Technomancer 10 (Scholar Theme) | N Active conditions: none

Chronicle: 16
Player name: Lysle
Character name: Sev
Organized play #-#: 90900-701
Faction: First Seekers (Luwazi)
XP: Your starting XP
Fame: 15
Credits: 11,035
Day job: N/A
Reputation: 39
Second Seekers (Luwazi) 34
Dataphiles 1
Exo-Guardians 1
Wayfinders 3
Boons:

Ally: Field Trainee
Faction: Luwazi Elsabo Champion Improved
Personal: None
Promotional: Shirt Reroll (+1 nova)
Social: AbadarCorp Augmentations
Slotless: Team Spirit, Marked Field Agent , Starfinder Insignia, Starfinder Society Care Package: Spellgem Cache, Protector of the Future, Abysshead Download, Salvation's Delver, Claimant to Salvation

Purchases: Plan to purchase augmentations at close of adventure.

Still need to add spells, but otherwise I think I am all leveled up!

Lantern Lodge

1 person marked this as a favorite.
Silent tide map

I'll try to get a sixth, but it may be hard. Given this is reasonably high tier, I'm kind of hoping that it is not too brutal. I've noted that 5 member parties in SF sometimes run into a bit of difficulty though, it seems a finer balance than in PFS.

This is also the highest tier I have ever GMed in SF, so if you see me make a mistake, sing out.


VC - Sydney, Australia

Guessing were in the lower end of the tiers for this scenario though, so should be ok. The scenario is supposed to be a bit challenging though according to legend around the campfire.

Lantern Lodge

Silent tide map

Quick APL check
3x5+6+7=28
28/5=5.6
So we are playing LOW TIER with one OOT character.

Lantern Lodge

Silent tide map

Dare I ask how Pangea has trap spotting?

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Instead of speaking softly by the way, feel free to pass messages along with Bugface's limited telepathy.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

From the level 6 Xenoarchaeologist theme.
Trap Spotter - When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM.

He has a lot of experience running from traps and is now wary of them!

Lantern Lodge

1 person marked this as a favorite.
Silent tide map

Heh. I love that movie.

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

I'm assuming that environmental protections keep you fom having to hold your breath underwater but I'm not sure. Is that so?

Lantern Lodge

Silent tide map

Yes. Environmental protections make a lot of typical hazards irrelevant in Starfinder.

Okay, the encounter is slightly confusing. What you know is that the things in the swamp have more than a 10' reach. They are big, and currently all hiding in the water, so targeting them may be difficult (you can't really see them, apart from Pangea, but I've put them on the map for convenience.

Lantern Lodge

Silent tide map

Quick edit to the map, everyone is half their previous size, as the squares are all 10'.

This was the case upstairs as well, but didn't end up being relevant.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Pangea realizes it half its previous size, but shrugs: "I've always been told that cold water makes things shrink..."


VC - Sydney, Australia

Must have been all the rads, Viper felt the walls closing in - but now not so much.

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

How far can we see if we're in the water with them? I think the rule is:

creatures can see 4d8×100 feet if the water is clear and 1d8×10 feet in murky water.

Do we all have to roll or is it one roll? Or am I just wrong?

Lantern Lodge

Silent tide map

The water is definitely murky. Imagine a swamp like environment. If you have some ability to see in water then feel free to be able to see the figures within.

Those of you near the ceiling can make out the approximate location (so you can target) but they will benefit from concealment (20% miss chance).

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Just to make sure. The water is so dirty we can't see 1d8x10 feet?

Lantern Lodge

Silent tide map

Sorry. You can see the 1d8x10 if you are in the water. There is a lot of scum around though, making visibility poor. I'm winging this a bit from the description of the room, as the scenario provides little guidance.

distance: 1d8 ⇒ 3

So you can target up to 30' away, but they will have concealment unless you are adjacent to them. If you have some ability to see in water, then ignore the range limit for seeing and the concealment.

Lantern Lodge

Silent tide map

Right, question as I'm kind of new to grapples in Starfinder (although I'm pretty sure I've grappled Pangea before, but there were special rules in play for that).

According to my Core rule book, there is not much you can do once you have someone pinned, as opposed to Pathfinder where you could damage them.

But in an online version I can see a variety of options here.

Any idea where the web site got those options from? Is there an errata I am missing about SF grapples?

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

For what it's worth, I've never seen any of the rules stated in the link you gave.
I just checked in the CRB with a simple "grapple" search... and saw none of it.
The only thing I remember was being able to remove an item.

Here is a link I found, that pretty much has what I thought the rules were (not much to do w. grapple etc. indeed, except re-attack and reapply it).
The only thing interesting I saw and had not thought of was the full attack applying the grapple/pin penalties mentioned at the end (w. the grapple/pin ending at the end of the NPCs turn... if that is the case).

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

In my core book it doesn't have all those options. I'm pretty sure grappling was intentionally nerfed in Starfinder. Either there's been an errata, paizo added more grappling rules in another book or that site is just adding stuff from Pathfinder.

I think the point of grappling in SF is to take someone out of the fight, mostly. So then the other baddie can hit Pangea easier. Unless the creature has some special ability it can do while grappling.

Pinned says this:

CRB wrote:

You are tightly bound and can take few actions. While you

are pinned, you can’t move and are flat-footed. You also take
an additional –4 penalty to your Armor Class, attack rolls,
Reflex saving throws, initiative checks, and Dexterity-based
skill and ability checks (these penalties replace those from the
grappled condition and also apply to attempts to grapple your
opponent or free yourself; see Grapple on page 246). You are
limited in the actions that you can take. You cannot take any
action that requires the use of any of your limbs, but you can
always attempt to free yourself, usually through an attack roll
or Acrobatics check. You can’t make attacks of opportunity
while you are pinned, but you can still take verbal and mental
actions, such as spellcasting.

I think its just there to make the recipient easier to hit. It does say the grappler only needs one hand free so I think it could still attack Pangea with another free limb. Or someone else.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

I think it could still attack Pangea with another free limb. Or someone else.
Well, Pangea would be pinned until the end of the NPCs turn.
So if it attacks it does not re-grapple or maintain the pin.
Thus after the attack, Pangea is "free".
But it attacks vs. the lowered AC etc., and since it is an NPC w. grapple/pin it has a good chance of reapplying the condition on a hit +4 or +8.

But I do not believe it can reapply the condition (as an action) and attack at the same time (unless, of course, specified in its stat block).

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Unless it can 'full attack' and use one of them to hold the grapple. Not sure on the legality there though. I think that's part of the nerf there, it can pin you and take some of your options away for one round and then either try again next round or make an attack and release the grapple. It still had one turn of you pinned and one attack against you while you have all the negatives on your ac if it goes with the attack so not too bad but not the encounter ending situation grapple could be in PF.

I'm pretty sure that the intended use for grapple is for one person to hold onto it while their allies whale on the grappled person.

Lantern Lodge

Silent tide map

Yeah, maybe it is more of a debuff in SF. If you have them grappled/pinned, they don't get much of a turn attacking you back. You then (at least with grab, like these guys have) get free chance to debuff them at the end of your turn.

I kind of wish they hadn't called it a condition in a lot of ways, as it is such a short duration. But then again, I guess other things might pin you for longer (handcuffs?)


VC - Sydney, Australia

Odd.

It used to be grappled on the first round then pinned with a second attack, whereas now it seems KAC +8 = Grappled, and KAC +13 = Pinned. Nothing requiring a second round, but also you need a higher DC to pin someone.

Far less complex (and show stopping) than Pathfinder

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

From Pinned you can Tie Up w. manacles/rope to give "permanent" Pinned (if I remember correctly).

Lantern Lodge

1 person marked this as a favorite.
Silent tide map

PF was fine until they made Tetori monks. But PF got hard in everything with all the fancy new options. That is why I like Core.

Still, SF has its own complexities.

Lantern Lodge

Silent tide map

Talk about a life saver. That DR of Pangea is making a HUGE difference. Even if it doesn't feel that way to him at the moment. It's either 36 or 48hp saved at the moment.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

I can imagine!
I am not really used to this Feat, and Beta is the first character I really see it used on.
I have a Melee/Tank Mechanic character in "Signal of Screams" that I did not take the Feat for, and he sure misses it!
(I really like the 5 Fire/Cold Resistance too).

What I do NOT want to imagine:
Remi and the last creature trading shots and tongue lashes in the background
Like in a bar, trading shots of vodka, and locking tongues?!
With a multi tentacled mutant horse-alien... REMI! YOU CAN DO BETTER FOR YOURSELF!

Lantern Lodge

1 person marked this as a favorite.
Silent tide map

Cannot un-see image.

Aaarrrrggggggghhhhhhhhhh


VC - Sydney, Australia

Sheesh - these things are really bad news/

Lantern Lodge

Silent tide map

Sorry about the pace slowly down, with Remi vanishing and me having a very busy IRL time, it makes pushing the pace a little harder than normal.

Essentially you have what you came for. There may be other bits of the silo for you to explore, or maybe not. However doing so will take some time (and may be with its own risk or two :-) Really after a call about whether you are going to cut and run, or stay and explore.


VC - Sydney, Australia

If we just say 'so long and thanks for all the fish' are we penalised? Or can we all wait upstairs whilst the radiationproof one just clears the rest of the place (and calls us if there is a problem)?

Lantern Lodge

Silent tide map

You could retire to your spaceship and leave the radiationproof one to explore by himself. Of course that is itself not without a risk, as it would be quite a time to get back into the place.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

I am fine with doing that if you want.
Can send Beta in to explore alone.
(OOC note: I do not care one bit if Beta dies, so no problem there).

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Depending on how stealthy you are you could wander around in the radiation and then if you find something dangerous call for help.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Not super stealthy... at all (+5 only).

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

@Sev+, Viper, Bugface: there's still only two people signed up for Chris Marsh's "To Conquer the Dragon".
Maybe post in his Recruitment or drop him a PM saying that you are three willing to start as soon as you finish here, as that would fill the table.
He might be willing to sign all 3 up and thus have 5 for a nice table ready to go (maybe GM Aerondor is interested in joining?).

Oh, and since I believe we are waiting for Viper to act... post here to get out of the hole faster! xD


1 person marked this as a favorite.
VC - Sydney, Australia

Done :p

Sorry missed that.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Cool!
Did you see the answer Sparks got?
"Oh Conrad is pretty reasonable. He'll gladly wait a little bit. Master Aerondor runs a great mission. It'd be a shame to rush."

I'll totally hold off a bit. Go ahead and fill out the sign up sheet.

Sev+, Viper, Bugface: you can sign up in the « normal » slots
3 are still left!


VC - Sydney, Australia

Signed up

Lantern Lodge

Silent tide map

aww shucks.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Okay, cool: Sev+, Viper, Bugface are all in to Conquer the Dragon )))

Lantern Lodge

Silent tide map

I have your chronicles ready. Reporting not yet done until you confirm if you are staying to do anything else.

Acquisitives

Android | SP 17/46 ; HP 26/42 ; RP 8/9 (DR 6/- ; -5 Cold, Elec', Fire) | (+4 Mobility) EAC 23 ; KAC 23 | (+2 vs. spells, SLAs, disease, mind-affect', poison & sleep) Fort. +5 ; Ref. +7 ; Will +6 | Speed 40 ft. | Perc' +7 ; SM -1 | 1d6 Elec' dam when hit ; Trap Spotter @10 ft. ; Active condition(s):
OOC:
N Xenoarchaeologist lvl 6 Soldier (worships Triune)

Thanks a lot!
Chronicle sheet looks fine.
Was a nice and scary scenario, thanks for running it... well!
And thanks for the cool team, was fun!

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