GM Jhaeman's "Dawn of Flame, Chapter 1: Fire Starters" (Inactive)

Game Master Jhaeman

Dawn of Flame, Chapter 1: Fire Starters
Maps & Handouts


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I live in Australia, and there aren't any wolves here. I could be a were-crocodile though!


Female | HP: 6/9 | SP: 0/7 | RP: 3/3 | EAC: 13 / KAC: 14 / CMAC: 23 | Fort: +2 / Ref: +3 / Will: -1 | Init: +1 | Perc: -1 | Photon Attunement: 1 point | Damais Solarion 1

From what I've heard, there's plenty of things in Australia that are more dangerous than lycanthropes.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Could Cabizo close the door, drop prone so Xylian can occupy the same space, then Xylian make a computers/engineering check to hack/sabotage the lock so it won’t open again?


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Darn. Missed it by seconds.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Xylian, if you don't think we can take this guy (which I understand... pretty sure I am going down next round since he needs a 2 or 3 to hit me, and he hits way harder than my total hit points), then totally understand if you want to lead a retreat back to the ship and let the bad guys blow up. At least you'll be alive to join up with our re-rolled characters on the research station. :)

Sorry if there was a diplomatic option that I missed, by the way. That's my job, and I just don't know that language.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Still got two bodies for her to get through before Xylian is threatened so that’s two rounds for someone to get a crit lol.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Yeah we lost boys.

If she doesn’t move this round we could try my door idea next round.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Guys.

It’s possible that I arbitrarily chose languages that sounded fitting for the campaign without putting much thought into it.

It’s also possible I didn’t realize until now that Ignan was one of those languages.


Things are looking dire, folks. But please don't beat yourselves up over coulda/shoulda/woulda. These are some really tough foes to fight at your level (especially at close quarters where they have the melee advantage). If anything, blame the dice gods and the AP for having a skewed vision of what an average L1 party of Starfinder characters can take.

Keep in mind that defeat doesn't necessarily mean death. And if the encounter does end in a TPK, we'll pick up the story with new characters on Far Portal Station, and this will all have been a dramatic and memorable prologue!


Female | HP: 6/9 | SP: 0/7 | RP: 3/3 | EAC: 13 / KAC: 14 / CMAC: 23 | Fort: +2 / Ref: +3 / Will: -1 | Init: +1 | Perc: -1 | Photon Attunement: 1 point | Damais Solarion 1

No worries!

I apologize for my radio silence. Today has been a weird day that culminated in a relatively impromptu family reunion with relatives that i never knew I had.

I didn't declare it (again, sorry on the radio silence) but last turn Vilo would've use a Resolve point to stabilize and another one this round to "Stay in the fight". Or I can call it a wash on the last round, lose a point there, and spend a resolve point to stabilize this round and spend the last one next round get back in the fight (either way, Vilo can only get back up once).


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Since everyone else is trying to surrender/talk, I think you should stabilize but maybe wait to get back up (at least obviously). Remember, that is an airlock. We might be able to sneak in after the bad guy moves past, detach this part of the ship, and at least some of us could escape that way. Long shot, but survival, right? Everyone else could run for the ship.

... Nevermind, the GM just put everyone in there anyway. So, if the Azer knows the ship, we might really be trapped, but if she doesn't (I'm guessing she doesn't, or she wouldn't have gotten herself trapped in there), that's an airlock, so I'm hoping there is a way to detach this section.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Surrendering the Sun Runner isn’t an option. Xylian’s proog is still onboard.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Probably you should run then, and leave me to try to get out via the long shot when I come to.


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Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Xylian was going to undock the Sun Runner and blow the airlock off the flamy flame ship to launch the azer into space.

I’m really happy we found an alternative.

This is a surprisingly realistic depiction of what would happen to a real research team in such a situation.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Looking at the rules and wondering if a 10 minute rest is going to help. Vilo doesn't have any resolve points left to spend to regain her stamina, and if I spend my last resolve point, I can't use some of my abilities for computer checks, which I figure we might need. Is there anything else that a 10 minute rest does for us?


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day
Zharis wrote:
I have an Engineering Toolkit... are they okay to share? So if someone else needs to make a check, they can borrow mine? Or does it have to be one per person?

Xylian and Shujae both get engineering and computers tools via the mechanics Custom Rig feature so I think everyone is covered.

Is Xylian next on the chopping block for party tank? Distract the bad guys so Vilo can get at least one attack off?


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Male Presenting Stealth Drone 1 | HP 17/20 | EAC 13 / KAC 15 / CMAC 22 | Fort +0 / Ref +5 / Will +0 | Initiative +2 | Perception +0 | Active Effects: None

Or Staim, considering he is probably the most expendable. not that I'd ever admit that.


Female | HP: 6/9 | SP: 0/7 | RP: 3/3 | EAC: 13 / KAC: 14 / CMAC: 23 | Fort: +2 / Ref: +3 / Will: -1 | Init: +1 | Perc: -1 | Photon Attunement: 1 point | Damais Solarion 1

If anyone else shows up, Vilo's goal is to hold them off while everyone else clears the ship.


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Sorry for my slow posting the last few days--it's been one of those weeks! Hope everyone is having fun.


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Female Osharu Mechanic 1 (Scholar Theme) | HP 14/14 | SP 12/12 | RP 5/5 | EAC 12 / KAC 13 / CMAC 21 | Fort +3 / Ref +4 / Will +1 | Initiative +1 | Perception +6 | Active Effects: None

No complaints from the peanut gallery!


Female | HP: 6/9 | SP: 0/7 | RP: 3/3 | EAC: 13 / KAC: 14 / CMAC: 23 | Fort: +2 / Ref: +3 / Will: -1 | Init: +1 | Perc: -1 | Photon Attunement: 1 point | Damais Solarion 1

Slow and steady is better than burning out!


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Think we have to drag it out by moving out of sight. It doesn’t look like it wears armor so it probably stays out of melee range.


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

Well, we can always take potshots from around the doorway with our two ranged weapons that aren’t completely fire damage. XD


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Could. Worth a try before we give up I suppose. The only other option I can see is to admit this can't be done, grab what we found already, and bug out. If Vilo falls again I can stabilize her with a spell gem, but I've only got one. If many people go down then we're in trouble.

Sorry--I really thought getting to the bridge would help us shut things down, and then at least we wouldn't be on a timer anymore and we could take more time to do things right. And I thought maybe that guy who lives in the engine would have chilled a bit and been ready to listen, but I guess we just don't have enough time to let him stew and think about it.

Other thoughts?

Things we should do before we go:

--Get the pile of gear from the locker room
--Bring the prisoner (if we want to risk that collar that turns you to ash)
--We should probably make a copy of the voice log I heard... not very useful, but at least it is something to study.
--If we can, maybe rig the area past the airlock to detach so that there is some little part left for the people at the station to study? I found the hidden controls to the escape pod, but not sure if someone has to be in it or not.

Anything else?


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

Those all sound like awesome suggestions!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

I guess I could toss in a grenade, but a little worried that it will make the engines blow up now rather than later. :)


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Did the hesper trigger Xylian’s ready action when it moved into his view?


Yes, you can go ahead and take that readied action.


Experience Points (Instalment #1)

Xylian:

Rifti Protean: 80
Hesper: 120
Small Magma Elemental: 80
Azer: 120
Story Bonus (Tash’s Message): 120
+ Previous (0)
TOTAL: 520 /1300

Zharis:

Rifti Protean: 80
Hesper: 120
Small Magma Elemental: 80
Azer: 120
Story Bonus (Tash’s Message): 120
+ Previous (0)
TOTAL: 520 /1300

Cabizo:

Rifti Protean: 80
Hesper: 120
Small Magma Elemental: 80
Azer: 120
Story Bonus (Tash’s Message): 120
+ Previous (0)
TOTAL: 520 /1300

Vilo:

Rifti Protean: 80
Hesper: 120
Small Magma Elemental: 80
Azer: 120
Story Bonus (Tash’s Message): 120
+ Previous (0)
TOTAL: 520 /1300

Shujae:

Rifti Protean: 80
Hesper: 120
Small Magma Elemental: 80
Azer: 120
Story Bonus (Tash’s Message): 120
+ Previous (0)
TOTAL: 520 /1300


Role-specific XP Awards

Complete your individual role challenge below at any point during “Fire Starters” to earn bonus XP equal to a CR 1 challenge. Each challenge can only be attempted (and XP can only be awarded) once, and you should state clearly you are attempting the role challenge before making any dice rolls.

Lead Physicist (Xylian Xuvaats):
Once the orbital satellites are deployed from the Sun Runner by the Lead Engineer, correctly interpret initial incoming data. This requires you to attempt five Physical Science skill checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Lead Engineer (Shujae):
Successfully deploy the sensor satellites from the Sun Runner’s cargo bay into orbit around Mataras. This requires you to attempt five Engineering checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Security Specialist (Vilo Berusi):
Prior to the initiation of hostilities, successfully evaluate an intended target, enemy facility, or enemy vessel for tactical strengths and weaknesses. This requires you to attempt five Perception or Profession (Soldier) checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Counsellor/Field Medic (Cabizo):
When members of the group experience extreme stress, frustration, or fear, maintain their morale. This requires you to attempt five Sense Motive or Profession (Counsellor) checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Cultural Liason (Zharis):
When visiting a new community, establish friendly relations. This requires you to attempt five Diplomacy checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.


Female | HP: 6/9 | SP: 0/7 | RP: 3/3 | EAC: 13 / KAC: 14 / CMAC: 23 | Fort: +2 / Ref: +3 / Will: -1 | Init: +1 | Perc: -1 | Photon Attunement: 1 point | Damais Solarion 1

haha, I'm never going to get my RP specific stuff done. I built a security specialist that literally talked her way into the job.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

I think it's okay if you can't... the fun part is working together anyway, but might as well try. :)


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

That was a cool first adventure. Felt very high-stakes and intense.


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Back in about 36 hours!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Let me know if anyone wants to claim anything that is unclaimed.

Loot so far:

Lockers
Armor (black basic iridishell with the appearance of cooled magma)
Azimuth Laser Pistol -- Zharis
Tactical Dueling Sword -- Zharis
Two assault hammers
Autotarget rifle
Light reaction cannon
Ammunition (three batteries with 20 charges each)
50 longarm rounds
24 heavy weapon rounds

Azer
basic iridishell armor
aufeis frost maul with 1 battery ([17]20 charges)
autotarget rifle with 30 rounds -- Xylian
frag grenades I (x2) -- Zharis
unidentified black choker [couldn't remove, still on her]

Cargo Hold
fully charged cargo lifter suit of powered armor locked in a charging station

Ooze room
mk 1 agility enhancer armor upgrade
emergency beacon.
engineering speciality tool kit
chemalyzer -- Xylian
laser drill
three wiped datapads


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@Zharis: Many thanks for helping us stay organised!


Good RP guys! I enjoy the fun interaction.


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

Do we want a loot spreadsheet so Zharis doesn't have to keep an ever-growing list copied somewhere? I've got a template that's worked pretty well I could easily adapt from Pathfinder to Starfinder if folks are interested.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Up to you Cabizo. I am just keeping it in my profile (it's after my equipment), but if you want something more complicated than that, then I am totally good with someone else keeping track. :)


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Was the hull breach in the other room large enough for people to fit through?


No, it was pretty small—clearly the result of battle damage from the fire whale.


Experience Points (Instalment #2)

Xylian:

Tiny Fire Elementals (x3): 81
Hot Bay Hazard: 80
Assembly Ooze: 80
+ Previous (520)
TOTAL: 761 /1300

Zharis:

Tiny Fire Elementals (x3): 81
Hot Bay Hazard: 80
Assembly Ooze: 80
Decompression Hazard: 200
+ Previous (520)
TOTAL: 961 /1300

Cabizo:

Tiny Fire Elementals (x3): 81
Hot Bay Hazard: 80
Assembly Ooze: 80
+ Previous (520)
TOTAL: 761 /1300

Vilo:

Tiny Fire Elementals (x3): 81
Hot Bay Hazard: 80
Assembly Ooze: 80
Decompression Hazard: 200
+ Previous (520)
TOTAL: 961 /1300

Shujae:

Tiny Fire Elementals (x3): 81
Hot Bay Hazard: 80
Assembly Ooze: 80
+ Previous (520)
TOTAL: 761 /1300


How is everyone doing so far?

Just to give you an update on your progress, you've finished about the first third of the chapter.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

Fine I think. Overall I think that the recruitment encouraged us all to focus on skills and being scientists, and we actually need some more combat expertise... but hopefully that will improve when we level up eventually.


Female Osharu Mechanic 1 (Scholar Theme) | HP 14/14 | SP 12/12 | RP 5/5 | EAC 12 / KAC 13 / CMAC 21 | Fort +3 / Ref +4 / Will +1 | Initiative +1 | Perception +6 | Active Effects: None

yeah, I figure its a sort of intended miss-match, they didn't expect we'd see much resistance but obviously, they were wrong so we will have to develop those skills on the job.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day
Shujae wrote:
yeah, I figure its a sort of intended miss-match, they didn't expect we'd see much resistance but obviously, they were wrong so we will have to develop those skills on the job.

I like it =)


Female | HP: 6/9 | SP: 0/7 | RP: 3/3 | EAC: 13 / KAC: 14 / CMAC: 23 | Fort: +2 / Ref: +3 / Will: -1 | Init: +1 | Perc: -1 | Photon Attunement: 1 point | Damais Solarion 1

learn by doing!


You guys are doing great, despite some tough early battles. Also, don't forget about your role-specific bonus XP opportunities--that's 400 extra XP.


Stamina 70/70 HP 62/62| EAC 25 KAC 31| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 1: 100/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Is there anything else anyone want to do with the alien ship? I expect it’ll be a while before we get back this way again. Do we want to try talking to the prisoner before we go?


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 11 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +19 (+1d6+1) | Perception +16 | Low-light/Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5 | Fatigued

I think that collar will just toast her if we wake her up... killing her because she failed to kill us or something. The other collar turned the other guy to ash.

I don't think there is anything else to do other than leave it here and let them study it and fix it up, although we should warn them about the guy in the engine.

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