Game Master S's "Fly Free or Die"

Game Master Chris Marsh

Tactical Map | Campaign Tracker | Story Summary | Handouts | NPCs | Ships | Places | PCs

Quickposts:

INITIATIVE:
[dice=Hostiles]d20+2[/dice]
[dice=Aldo]d20+1[/dice]
[dice=Angel]d20+3[/dice]
[dice=Chip]d20+3[/dice]
[dice=Kaz]d20+7[/dice]

Tactical Tracker
Commerce Tracker


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CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Angel lets loose with a string of curses in Akitonian.

Plasma Bolter, Tactical (with Combat Tracking: 1d20 + 4 ⇒ (8) + 4 = 12
E+F: 1d10 ⇒ 8


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Angel's curses are better than his aim unfortunately.

Round 5:
Kaz (HP: 12/20): Go
Chip (SP: 11/14): Go
Aldo (SP: 6/12): Go

Deminda: TBD
Angel (SP: 1/16): TBD

******************************************
TACTICAL MAP
Location: Secret asteroid base
GM’s Tracker
Party Conditions: Inspiring Boost: Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Dim
Battlefield terrain: Normal

DM:

Deminda: 31


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7

Round 5

Kaz is annoyed over this drow not dying and still throwing really really sharp metal at them. He boosts his battery and squeezes off another shot.

Ranged attack 1d20 + 6 ⇒ (16) + 6 = 22
Infinity Rifle 2d6 ⇒ (3, 4) = 7


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Continuing the attack with his Tactical Infinity Rifle, Aldo overcharges and fires again!

Tactical Infinity Rifle: 1d20 + 2 ⇒ (3) + 2 = 5
Fire Damage: 2d6 ⇒ (5, 6) = 11

When his shot goes wild, he recognizes that he needs to settle down if he actually wants to hit his target.


10/20 Battery Charges remain


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7
Aldo Cygnaurius wrote:

Continuing the attack with his Tactical Infinity Rifle, Aldo overcharges and fires again!

[dice=Tactical Infinity Rifle]1d20 + 2
[dice=Fire Damage] 2d6

When his shot goes wild, he recognizes that he needs to settle down if he actually wants to hit his target.


10/20 Battery Charges remain

Slow down! Smooth is fast. Pick up the front sight and gently squeeze the trigger… The vesk hollered back at Aldo.


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

Chip draws his laser pistol & fires, and the drone also shoots again.

Laser pistol: 1d20 + 3 ⇒ (14) + 3 = 17
fire: 1d4 ⇒ 4

drone attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage, P: 1d6 ⇒ 1


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Chip/Drone and Aldo, save your ammo.

In the heat of the battle, Kaz scores a head shot, dropping the nimble drow like a sack of grain. Kaz stands triumphant over the body. For your victory the party earns 800 XP.


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7
Game Master S wrote:

Chip/Drone and Aldo, save your ammo.

In the heat of the battle, Kaz scores a head shot, dropping the nimble drow like a sack of grain. Kaz stands triumphant over the body. For your victory the party earns 800 XP.

With little respect to the body of this dishonorable drow, the vesk loots it.


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Kaz pulls off her a zeizerer diffractor, carbonedge shurikens (6), an inferno knife, daywalker serum, and a personal comm unit.


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Once Deminda is defeated, you depart the asteroid on the Oliphaunt. If you have no other destination in mind, you can return to Absalom Station, where Tarika can likely find you a freelance job.

It strikes you then, freelance. You're no one's prole. Life isn't easy, you've acquired several powerful enemies. Surely Lord Sinjin wants you dead, not only because you’re loose ends who know all about the null space cargo holds, but because now you’ve stolen the Oliphaunt. The theft of the Oliphaunt also puts Eline Reisora’s job on the line, and as a Kalistocrat, that means her immortal soul is at stake.

Alf decides he needs a bit more security, and opts to work with Tarika for now, learning her side of things. He promises to help you out however he can though. The bonds of your adventures are not easily broken.


2 people marked this as a favorite.
none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]
Game Master S wrote:
Alf decides he needs a bit more security, and opts to work with Tarika for now, learning her side of things. He promises to help you out however he can though. The bonds of your adventures are not easily broken.

Chip puts a hand on Alf's shoulder. I'm sorry to see you go, my friend. And I'm sorry I didn't have time to know you better. I am capable of flying this ship.

But I cannot replace you. Goodbye.


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges
Chip wrote:
"I am capable of flying this ship."

"I hope you are, Chip! You have big shoes to fill!"

Turning to the Ysoki, Aldo adds, "I will never forget what you have done for our team! You will be greatly missed, but I know Tarika will enjoy having you around! Take care, Alfonse Vizzini!"


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Galactic Trade
Oliphaunt status:
Cargo Bays: 0/2 and 0/2

Step 1: Find Cargo
►1. What’s the Infosphere got? Make a Diplomacy (Gather Information) or Profession (Merchant) check. Current DC is 13. Fail = better luck next week.


1 person marked this as a favorite.
Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Aldo, who is developing his craft as a savvy merchant, looks for some cargo to transport and make some profit.

Diplomacy: 1d20 + 12 + 1d6 ⇒ (5) + 12 + (3) = 20

Merchant Savvy:
You know how to find cargo that needs hauling, buy it cheap,
identify good markets, then sell for a profit. Three times per
day when you attempt one of the following skill checks, you
can reroll the d20 before the outcome is revealed.
• Culture checks to recall knowledge about mercantile laws,
customs, corporations, or other merchants
• Diplomacy checks to gather information about merchants,
markets, and merchandise
• Profession checks using the accountant, corporate
professional, manager, merchant, or smuggler skills, or any
other Profession skills the GM approves
• Bluff, Diplomacy, or Sense Motive checks to negotiate the
price for goods and services

Merchant Savvy Diplomacy Reroll: 1d20 + 12 + 1d6 ⇒ (13) + 12 + (6) = 31


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Aldo is REALLY savvy....

Step 1: Find Cargo
1. What’s the Infosphere got? Make a Diplomacy (Gather Information) or Profession (Merchant) check. Current DC is 13. Fail = better luck next week.
►Success? Well then…

Cargo Type: 1d20 ⇒ 17 Vegetable Goods
Lots: 1d4 ⇒ 1 Lots cannot be split. Aldo's skill is such that he can purchase between 1 and 3 lots at...
BP Cost per Lot: 1d4 ⇒ 2

How many lots do you want to buy? You have 10 BP.


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7

How much is a lot?

Is a lot a ton?


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Unless you're doing a bit, a "Lot" is an abstract unit that is neither volume nor mass, but each is ROUGHLY 25 tons. Your ship has 2 holds that can handle 1 lot each, but yours has some experimental extra-dimensional tech that makes it bigger on the inside. It therefore, holds 4.


1 person marked this as a favorite.
none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

go big. Get 3!!!


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7
Chip the Android wrote:
go big. Get 3!!!

I don't see any reason NOT to get 3


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The party picks up the 3 Lots

Step 2: Find a Buyer
Location: 1d10 ⇒ 4 Current System

Step 3: Determine Complication
Complication: 1d10 ⇒ 5 Imitation. The goods are actually cheap knock-offs. It's a generic vegetable, not the real thing. You're going to need a Bluff check to still get full price. Anyone can do it, and others can aid.


CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 17, KAC 18 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 25ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Angel nods toward Alfonse.

"Feels a bit better knowing you will be watching our backs."

Turning to the rest of the team.

"Well, I always wanted my own ship. What are we smuggling first?"


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

”Wait just a minute! Do they call this a vegetable? This is going to be a tough sell, but maybe we can help their appearance.“

Bluff: 1d20 + 9 ⇒ (16) + 9 = 25


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Still learning the system. Once I'm done this will be a very fast series of posts (sort of like "door protocol" for those who have played in many of my other APs.) I actually made a mistake. Before I roll the location of the buyer, one of YOU can spend a day locating a buyer. This is worth while because for every 5 you beat the DC, the sell price goes up +1 BP. This is another Diplomacy or Profession (Merchant) check.


1 person marked this as a favorite.
none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]
Game Master S wrote:
Still learning the system. Once I'm done this will be a very fast series of posts (sort of like "door protocol" for those who have played in many of my other APs.) I actually made a mistake. Before I roll the location of the buyer, one of YOU can spend a day locating a buyer. This is worth while because for every 5 you beat the DC, the sell price goes up +1 BP. This is another Diplomacy or Profession (Merchant) check.

we are going to get MILEAGE out of that Merchant's Savvy feat!


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Aldo spends time locating a buyer.

Diplomacy: 1d20 + 12 + 1d6 ⇒ (14) + 12 + (2) = 28


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Step 2: Find a Buyer DC =10 + level x 1.5 = 13.
Buyer is in the Same System, so sell price BP per Lot: 1d8 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Travel There: 1d6 ⇒ 5

The job takes 4 days, but grosses the party 12 BP. After the initial investment you're making a profit. [ooc]You've got 19 Bp and a Tier 3 ship to upgrade! Upgrade, a job, or check in with Tarika for news? First answer with 2 votes wins!


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7

One more job? Have more BP for upgrades?


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

I say check Tarika, then either act on the news or another job.


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As I build the tracker for jobs, so too will I build a sheet for the Oliphaunt.


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Sure, let's do one more job. While you guys are doing that, I'll get to work building the character sheet for the Oliphaunt.

Galactic Trade
Oliphaunt status:
Cargo Bays: 0/2 and 0/2

Step 1: Find Cargo
►1. What’s the Infosphere got? Make a Diplomacy (Gather Information) or Profession (Merchant) check. Current DC is 13. Fail = better luck next week.


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Aldo, looks around, using his contacts to find the best deals on the street!

Diplomacy (Gather Information): 1d20 + 12 + 1d6 ⇒ (1) + 12 + (3) = 16

Savvy Merchant

Diplomacy (Gather Information): 1d20 + 12 + 3 ⇒ (6) + 12 + 3 = 21


none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]
Aldo Cygnaurius wrote:

Aldo, looks around, using his contacts to find the best deals on the street!

[dice=Diplomacy (Gather Information)] 1d20+12+1d6

Savvy Merchant

[dice=Diplomacy (Gather Information)] 1d20+12+3

Points of order:

1) is a 1 on a skill check similar to PF1e? not an autofail?
2) in this case, are there degrees of success?

reason I ask is that Bill could preserve one of his Savvy Merchant uses...


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Correct, it's not an autofail. For every 5 you beat the DC, you find an extra Lot to buy.

Step 2: Buy Cargo
Cargo Type: 1d20 ⇒ 14 "Gakis Brand Galactic Supernova Hot Sauce!"
Lots: 1d4 ⇒ 1 Lots cannot be split
BP Cost per Lot: 1d4 ⇒ 4

Aldo locates 2 for purchase! You may buy 1, both, or neither.


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Merchant Savvy rerolling is 3 times per day. Most of these runs will take more than a day.

So, it looks like you rolled the fewest number of lots and the most expensive price. Will we still make some profit when we sell them? Is it worth buying them?


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Your sell price is 1d8 + some modifiers based on how well you roll for the buyer.


1 person marked this as a favorite.
none Android Mechanic/4 Init:+3 ST 21/21 HP 22/22 EAC 13 KAC 14 Perc 8 F5 R7 W1
attacks:
[dice=Laser pistol]1d20+6[/dice] [dice=fire]d4+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]
Game Master S wrote:
Your sell price is 1d8 + some modifiers based on how well you roll for the buyer.

can't win if you don't play. I say get the 2


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

"Alright folks, let's get both units and see what we can do on the market."

Buy both units.


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Aldo snatches up all the Hot Sauce. Once you determine you're going to buy it, roll a Diplomacy or Profession (Merchant) to find a buyer.


1 person marked this as a favorite.
Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

"Alright, who can we find who wants some sauce that is rather hot?"

Diplomacy to find a buyer: 1d20 + 12 + 1d6 ⇒ (13) + 12 + (1) = 26

Second use of Savvy Merchant today

Diplomacy to find a buyer: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

"You are really going to like this Gakis Brand Galactic Supernova Hot Sauce! It is out of this world!"


Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC18, KAC20, Fort+5, Ref+4, Will+4, Init+7, Percp+7
Aldo Cygnaurius wrote:

"Alright, who can we find who wants some sauce that is rather hot?"

[dice=Diplomacy to find a buyer] 1d20+12+1d6

Second use of Savvy Merchant today

[dice=Diplomacy to find a buyer] 1d20+12+1

"You are really going to like this Gakis Brand Galactic Supernova Hot Sauce! It is out of this world!"

Nice


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Aldo finds a Buyer on "Conqueror's Forge." Conqueror's Forge is a space station and shipyard where new technology, weapons and starships are designed for the army of the Veskarium. They're willing to pay Price: 1d8 + 3 ⇒ (3) + 3 = 6 BP.

There's a problem though. You get word that the rest of the sauce was picked up by some other traders. If they beat you there, you're only going to get 4 BP per lot. With your given drift engine, it's going to take between 3 and 18 days to get there! Roll to see how long it takes you to get there!

DM:

Location: 1d10 ⇒ 6 1d29 ⇒ 9
Step 3: Determine Complication
Complication: 1d10 ⇒ 1
Step 4: Transport
Step 5: Make the sale


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Duration: 3d6 ⇒ (3, 4, 1) = 8

”Chip, can we get this Oliphaunt to go any faster? In this case, time is money.”

I rolled a simple 3d6, but I wasn’t sure if their was a skill check that would affect the duration of the flight?


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Competition: 3d8 ⇒ (5, 4, 7) = 16 I also looked for one and there isn't. The only thing that affects this number is the level of your Drift Engine.

The party EASILY beats the competition. It's a small profit, but it's a profit.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

HERE's a quick walkthrough on upgrading your ship. There are a LOT of things you can upgrade, and it's all about choosing wisely. Do you need more guns for combat? Do you need better computers to give you each a boost on rolls? Do you need a better drift engine so you always beat the competition? Prices for upgrades can go from single to triple digits...


Aasimar Envoy 4 SP 24/24 HP 28/28 RP 7/7 | EAC 12 KAC 13 | F +2 R +5 W +4 | Init +1 | Perc +9, Dipl +15, SM +7 | Inspiring Boosted: None | 20/20 Charges

Please double check the following links. I’m having trouble finding the pages.

Links wrote:

THIS link goes to the base refitting and upgrading rules
THIS link takes you to the summary of things you can spend BP on.


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Those links work just fine for me.... anyone else?


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

First plan with 2 votes wins:

1. Minor job (what you've been doing)
2. Upgrade the ship
3. See if Tarika has any BIG jobs.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

While making the sale in the Veskarium, Aldo pulls the trigger on paying for upgrades to the Oliphaunt. The new Drift engine should cut travel in half, and the new armor upgrade is pretty inexpensive. Upgrading Drift engine from Signal Basic to Signal Booster, upgrading armor from Mk1 to Mk2. Before you know it, the Oliphaunt is ready to go!

With the upgrades complete, the party sends a message back to Absalom Station. It doesn't take long to get a reply.


“Welp, this ain’t exactly what I had in mind when I said I was fixin’ to go independent, but I’m glad y’all made it off that rock without too many bullets in yer brisket. And hey, Sinjin shirked the deal! So y’all are the proud new owners of a cargo hold big enough for a stuffed nyssholora! Book it to Absalom Station. I found a job that’ll light yer doshko.”


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Travel: 3d6 ⇒ (6, 5, 6) = 17 /2 = 8 Days.

Even with the new engine, Drift travel is unpredictable. When you arrive, Tarika suggests meeting at Docking Bay 87, a loading zone reserved for starships traveling to and from Eox.

The entrance to Docking Bay 87 is a wide airlock door set into a wall of reinforced glass, which has reinforced bunkers attended by undead elebrians. Beyond the glass walls, a line of docking segments connect to a single long walkway exposed to the vacuum of space—where undead dockworkers come and go. While most of the docked vessels have ashen hulls resembling monstrous rib cages, a destroyed luxury liner bearing signs of battle damage languishes in a nearby segment.

Culture DC 14:

That there is an Opulos Drift Cruiser

You disembark to see Tarika conversing with one of the corpsefolk working the airlock checkpointss. When she sees you, Tarika squeals then runs your way.

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