GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

Campaign maps and slides


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Scarab Sages

I'm leveled up. Picked up Comprehend Languages (seems relevant here) and Make Whole, as we keep finding broken stuff. Unless anyone else has any other suggestions (damaging witchwarper spells are terrible.)


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel is leveled too. I'm finding a lot of the mystic spells underwhelming. Not much more at this level.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Kind of torn. We keep finding long arms and I'm so tempted to grab a level of soldier just to be able to use them. But trick attack won't work with them, nor any of the other nifty weapons proficiencies I'd gain, nor with heavy armor if some showed up. And I'd have to spend my next feat on Weapons Specialization to stay on the damage curve.

In Pathfinder I loved mixing a level of fighter with rogue or vice-versa, but it just doesn't work with operatives and soldiers.

On the pure operative path, debilitating trick is a great team ability. If my trick attack works the target is flatfooted to everyone until my next action. The operative exploit -- probably trap spotter. The best of the rest don't jibe with the character concept.

First world problems.

Dataphiles

Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

It sorta depends on what the scenario allows for recycling unusable gear. If we can get like 50% or more of the value of a longarm and turn it into something else, then it's probably a lot smarter to go that route. That said, a soldier in our group would make use of a lot of things.

Yariel will be grabbing a damage spell (caustic something) and a group buff spell (microbot assault).

She will also pick up a rank in Medicine to take advantage of her high Intelligence. Maybe she can aid some of those checks in the future or do some emergency first aid.

Wayfinders

I'm debating which way to take the doctor.

Adding a biohacker theorem would be useful, but hitting level 3 in envoy gives her weapon bonuses, a new expertise talent and a boost to BAB.

Seems like the most bang for the buck to boost her envoy side. Any suggestions?

I'm curious -- did she add her first biohacker level last time?

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2
Janosian wrote:

I'm debating which way to take the doctor.

Adding a biohacker theorem would be useful, but hitting level 3 in envoy gives her weapon bonuses, a new expertise talent and a boost to BAB.

Seems like the most bang for the buck to boost her envoy side. Any suggestions?

I'm curious -- did she add her first biohacker level last time?

She went biohacker-envoy-envoy IIRC

Wayfinders

Beauregard wrote:
She went biohacker-envoy-envoy IIRC.

Thanks!

I'll go for Envoy 3/Biohacker 1.

Details coming tomorrow.


T’sorkel wrote:
T'sorkel is leveled too. I'm finding a lot of the mystic spells underwhelming. Not much more at this level.

I'm far from an expert on the class (I have a 4th level mystic healer I play in SFS), but am happy to share my experiences so far in the hope they might be of some use.

She is a lahunta, so I started with a similar load out of the telekinetic/telepathic flavour, along with anything healing/medical detecting/removing related. I have since found healing to be very limited (again, this is related to SFS) as it has been rare for anyone to get into significant HP loss. She does have proficiency in long arms to help with some combat effectiveness, although her BAB os not great, she can at least do some damage when she manages to shoot straight.

I was using Wisp Ally a lot and really liked the connection to the natural/fey for her story. This led me to adding Summon Creature last level. Although I've only used it a couple of times, I have found it to be an effective means of crowd control. Especially the option to summon 3 of the level lower creatures. They can take some of the heat off the pcs or add some extra bodies to the attack as needed.

It's been most useful in open maps (with azatas that gave three extra ranged attack per round, or 6 when full attacks) but we've been seeing lots of tight rooms and corridors so far... but who's to say it will always be so?

Happy to chat more if you like.

Will post some more - including asking for input with Rar - in a little bit.


So I'll be working on my own new character soon as well.

I'm bearing down on the Wayfinders capstone boon (I'll have it after this AP is reported and applied to a current character). That means I will have the ability to create a Ghibrani.

Yesteryear's Truth was the very FIRST game of Starfinder I played at a local convention about 4 years ago shortly after the game was released. It's still one of the best Society adventures I have ever played. It featured a classic "first contact" adventure with the Ghibrani.

The conundrum for me is what class to choose for my ghibrani. They were somewhat more primitive than your average Pact-worlder (though their story is complicated). I'd really like to embrace that, so I don't want a techy character like a technomancer or a mechanic.

My current thoughts are either a mystic, an envoy, or a ranged solarian. I have never played a solarian, so I am leaning that way. Perhaps the mote of this character could be a primitive flintlock weapon.

Any ideas I should check out?


therealthom wrote:
In Pathfinder I loved mixing a level of fighter with rogue or vice-versa...

Although my experience was Neverwinter Nights related, I loved me my fighter/rogue multi-class.

I've almost finished levelling Rar'gul. Just after some input from you all on potential Discipline options.

The shortlist is:

Entropy Shield:

As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic riot shield or basic tactical shield (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it.

At 5th level, your compressed entropy functions as a field riot or tactical shield. At 10th level, it functions as an advanced riot or tactical shield. At 15th level, it functions as an elite riot or tactical shield, and at 20th level, it functions as a paragon riot or tactical shield.


Friendly Fire:

You have learned to bleed energy from the attacks of your allies when they affect you. You can reduce the damage you take from your allies’ attacks and effects by an amount equal to twice your vanguard level, to a minimum of 0.

Intervene:

As a reaction when an adjacent ally would be damaged by an attack, you can take half the attack’s damage, with your ally taking the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply that feat’s benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action.

My vision for Rar'gul was to act as a damage sponge and for the party. I thought this worked well with his racial traits/flavour (Bulwark, Trox as protectors, etc) and the vanguard abilities (mitigate, etc) in general.

I took Dampen for the first Discipline, but have not been able to use it so far. All the effects we've encountered so have been out of initiative, so he has not had any Entropy Points to be able to activate it.

Following my vision for him, Intervene seems the most suitable, but would require allies who are adjacent to him (or he can move to be adjacent to). This could prove useful in the tight spaces we've encountered - especially for those of you who have been moving into help flank, etc. Thoughts on this? Would this make anyone feel more comfortable about ggetting in melee range? Or even uo closer for ranged attacks/other abilities for that matter?

If anyone was looking at using area of effect weapons/spells, I could see that Friendly Fire would be useful as he could get up close and do his thing while giving you less worries about you doing yours. Anyone looking at options where this would be useful?

Entropy Shield is a bit more of a selfish option to boost AC a tick. Vanguards also have some extra abilities that work with shields.

Would love to hear thoughts, suggestions, etc.

Dataphiles

Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

Yariel only has one AoE spell for friendly fire and she has the ability to avoid hitting one square of her allies with it, and more squares at lvl 6. So friendly fire probably isn’t needed?

Entropy Shield and Intervene both look like good options.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

I actually like Entropic Shield since you can do it every round. I supposed Intervene is the same, but Entropic Shield can help protect you from taking damage directly so that you can protect us better.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I'm going to take advantage of GMQ's generosity to add to his work load and take for my operative exploit :

Trap Spotter (Ex)

You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it.

As intimated earlier, the big new thing is debilitating trick which means if my trick attack works, then my target is flat-footed or off-target for all of you.

SuperS, I don't know nearly enough about vanguards to give any advice. My theory in general would be that you're our big hitter. So boosting your attack or defense would probably be the best meta-choice. But, the roleplayer in me says 'to thine own character concept be true.' Either intervene or entropy shield would fit I think.

GMQ on your ghibrani, I don't know anything about the ranged solarian. If you go that way, let us know how it works out.

Wayfinders

For Lily, I settled on taking the new level in Envoy, making her Envoy 3 / Biohacker 1.

That bumps her BAB and Fortitude save by one, plus gives her Weapon Specialization in Basic Melee (for her syringe stick) and Small Arms (for her needler pistol). That builds nicely on her existing Weapon Focus with injection weapons.

At level 3, Envoys also get their first Expertise Talent. I'm leaning heavily toward Inspired Medic, which lets her hold back her Expertise Die until seeing the basic roll, then decide to either add the Expertise Die OR re-roll the d20. That would give her good flexibility, a valuable way to help the team, and something that builds nicely on future options.


I'll make a post tomorrow night. For now, please look at the map and let me know whether you are doing the door with the blue, red, or green heart!

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

Red Heart where John is. Or maybe we try them all at once!

Wayfinders

The red heart is good as any.

Lily's leveled-up and ready to roll.

Did we take a 10 minute rest somewhere along the way or are we counting our level-up as a round of healing?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Round 5 of last fight:

1. John (-13)
2. T'sorkel
3. Beauregard
4. Rar'gul (-16)
5. Enemy (-48, get 'em'd)
6. Yariel (-13)
7. Dr. Flint-Bridge

John had already taken a SP recovery rest earlier, so I was going to let him ride with -13 SP.

I skimmed over the posts, but didn't see Rar'gul or Yariel ask for a recovery rest.

Dataphiles

Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

I'll take one, but only if others are as well. I'll let her ride with -13 SP as well (and will be trying to remember she isn't exactly built for melee).


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

Do we gain spells and slots automatically when we level?


Yes. You may automatically add new spells.

Wayfinders

While Yariel is recovering, Lily will use the opportunity to replenish her supply of biohacks and reset her "Yell For Health" Envoy ability.


GM Q - sorry, I missed your post the other day. That particular scenario was my second SFS game. I really like the ghibrani. Love the idea of a mystic or solarian (although, also know very little about ranged solarians) for them. Also, a survival operative would mesh well thematically.

Also wanting to confirm that SP and HP stay the same until rest? ie Rar'gul was SP 14/30 HP 16/29 and is now SP 14/40 HP 16/36

Happy to go with the red door.


No, Rar'gul can have 24/40 and 23/36. I'm not 100% sure that is canon, but it seems fair to me.

You're going to need all of that stamina and hit points! (GM runs away laughing maniacally!).


Thanks GM Q. Although, I'm more than a little worried now...

Rar'gul might wait a little longer before taking a 10 min rest, in that case.

Also, just wanted to check you were still okay with our discussion about vestigial arms and entropy shield?

Edit: I'd missed a key use of the word "wield" under shield descriptions. It definitely wpuldn't be legal. Never mind, I'll keep pondering.


Any idea which direction you want to go here?

Minor spoilers:
The two rooms (with the kyokor and Oma) are dead-end rooms. They have no other entrances/exits.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Would like to try and peek into the rooms, if possible. If unable to see anything conclusive (and assuming nobody says anything different), Rar'gul will take the corridor as suggested by John.

PS - Sorry my posting has been a little below usual pace the past couple of weeks. RL has been hectic!

Also, after MUCH deliberation, I decided to go the Entropy Shield option.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

The adventurer in me doesn't want to leave a closed off space behind, especially if the doors are unlocked.

The xenoarcheologist in T'sorkel wants to learn more about what the grays are doing...


We can have the doors pop open for you to take a quick look. I'll do that tonight when I get home.

Spoiler:
There is nothing that is going to jump out at you with just a quick look.

Wayfinders

I hear you on the RL hectic thing. March has been crazy-busy between home, school, and GMing online games. The GMing side slows down a lot after April 3, though... at least until PaizoCon.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

I bet the tasks get more risk/reward as they go on with this bot. Who's next?! :)

As an aside, I've discovered Martha Wells' Murderbot diaries. If the end befalls T'sorkel, you're getting a misanthrope Android Soldier who just wants to watch soap operas.

Wayfinders

T'sorkel wrote:
”As an aside, I've discovered Martha Wells' Murderbot diaries. If the end befalls T'sorkel, you're getting a misanthrope Android Soldier who just wants to watch soap operas.”

That sounds amazing.


Hope everyone has a great Easter!

We'll try to get back on track with the robot's tests tomorrow. Looks like we still need one volunteer!


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Thanks. Happy Easter to all. Enjoying the good life a little too much today...

Rar will participate if nobody else does - I just figure he's too much in business mode to do something so frivolous at the moment.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Happy Easter, all!

This room is in the wrong place in the adventure. Everything has tried to kill us. I am in hard 'kill them first' mode. If this had been the first room, or even an early room, I'd be more likely to play along.

Or even now, if it offered something better than ' help me complete my protocol.'

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

As the new kid, I don't have a feeling for time in this AP.

How long have our characters been exploring the ship? Have we had a night's rest? Do we need one right now?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

We were in transit a long time after abandoning the cruise ship, but surely it's only been a matter of a few hours since we arrived in this complex.

Dataphiles

Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

Time wise, yes it feels like it would be a couple hours. It sorta depends though how much 'time' it took to inspect, disassemble and pack up all the junk we have been carrying around with us.

In addition, we have had quite a few fights since we last rested, I don't think it would be unwise to try to find a place to hole up for a bit.

That said, Yariel would prefer to take just a short break right now, have everyone rest up (refresh stamina as needed) and grab some food (lunch) while we plan our next move. We can also have Doc try some HP healing on anyone that needs it (Yariel can try to Aid this) and then push on. Wait for any 'sleep' until we get this immediate area cleared.

_____________

My thoughts on the general topic of time in games.

If we were going for 'hyper realistic', our characters would probably be spending 30-40 minutes per room searching through everything and resting/rechecking gear after each fight before then taking their time to check out the next room. That would put us at 8-10 rooms per 'day', a much more reasonable 'work day' of adventuring. But since this is a game with unclear rules for how much time most things take, stuff really compacts down into like... minute increments. But again this is a game so realism has to be hedged. I just say we rest when we need to heal or refresh spells and otherwise keep moving.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

I agree. Short rest is appropriate here. Maybe back in the previous room if the experiment robot makes people uneasy.

Thoughts on stripping the gray comm device? I'm thinking we shouldn't even though this is the second one we've found. Something tells me that we might need them later, though that would mean they've written at least part of the adventure around having a telepathic party member. Or maybe it's just one avenue for the story. Or it's just fancy loot sitting there and I'm overthinking it.

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2
T’sorkel wrote:

I agree. Short rest is appropriate here. Maybe back in the previous room if the experiment robot makes people uneasy.

Thoughts on stripping the gray comm device? I'm thinking we shouldn't even though this is the second one we've found. Something tells me that we might need them later, though that would mean they've written at least part of the adventure around having a telepathic party member. Or maybe it's just one avenue for the story. Or it's just fancy loot sitting there and I'm overthinking it.

I’m thinking we should strip it. It is probably intended as loot.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

I've been putting off posting until I had time to make a bit more of an in-depth post, but RL has been thwarting me.

To prevent things bogging down, Rar'gul will "check on" the greys while the others discuss the comms, then down play his injuries as just needing to catch his breath (although he would appreciate a more substantial break shortly - possibly more in line with others needing to replenish spell slots, abilities, etc)

So, loot greys, 10 min rest please.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Meta-discussion:

It's probably loot. We've been loot starved on both adventures. I don't mind that personally. I'd rather not have to think about gear. But the scenario designer has to think about getting us our wealth by level before we exit his adventure for the third scenario.


As we transition from this book to the next, there will certainly be a way to spend some of this loot, or perhaps do some crafting (and meanwhile, there will be found look in several places in this book).

One of the reasons I was thinking about rest was because it appears Rar'gul is down 13 HP. One easy fix is Dr. Flint-Bridge doing a medicine check to heal your level. Not sure what other resources for healing you all have right now.

Gosh. Everyone else looks pretty good right now (correct me if I'm wrong).


The options as I see it:

1. A 10-minute rest where you are. I know Rar'gul, at least, has some serious damage.

2. A longer rest. You can retreat as far as you wish, even back to the first map area. Take an 8-hour rest.

3. Investigate Lab Kyokor (the one you didn't go into yet).

4. Move into the large hallway, and possibly toward an exit.

Let's see if we can get at least three of you to push for one of those options, then we'll move on.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

My preference:
1. 10 min rest
2. Explore other room
3. Evaluate health/spell status, long rest if needed, check out corridor.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

Yeah, let's do a 10 minute rest next. But I think I might be with John now. Maybe we hit the corridor and try to get out.

T'sorkel can heal the HP damage on Rar'gul. And we can strip the comms device for the loot too.

Dataphiles

Active conditions: Fizzy Soda Penalties 1 hr, Life Bubble 38 hrs| Female CG Ysoki Mercenary Technomancer 4 | SP 23 (-2) HP 22 (-0) | RP 5/6 | EAC/KAC/CMD: 16/16/24 | F/R/W: +2/+3+4 +2/+3/+6 (+2 vs. Fatigue/Exhaustion) | Speed 30ft | (Spells) Lvl 1: 1/5, Lvl 2: 2/3, Spell Cache 1/1 | Init: +2 | Perc: +0 (Darkvision 60 ft), SM: +0

1. A 10-minute rest where you are.

3. Investigate Lab Kyokor (the one you didn't go into yet).

4. Move into the large hallway, and possibly toward an exit.

That’s my vote.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

10 minute rest looks like the winner, and sensibly so.

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

Cool, ready to continue on whenever.


So. 10 minute rest is happening. You can gather the crystals and wires from the gray comm unit--it's worth 1500 credits.

Tonight, if there are no objections, we will take a look inside lab Kyokor.

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