Game Master S's "Fly Free or Die"

Game Master Chris Marsh

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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.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


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Kaz is the only one to catch it in time, but a pair of strange looking creatures invade the party. One, the one Kaz catches, slides in through the slightly ajar door. The other drops down from the ceiling. both chitter and click with something not quite a language. "GAH! STRIDERMANDERS!"

INITIATIVE:
Hostiles: 1d20 + 2 ⇒ (14) + 2 = 16
Aldo: 1d20 + 1 ⇒ (15) + 1 = 16
Angel: 1d20 + 2 ⇒ (12) + 2 = 14
Chip: 1d20 + 3 ⇒ (6) + 3 = 9
Kaz: 1d20 + 3 ⇒ (20) + 3 = 23

Surprise Round:
Kaz (SP:20/20): Standard Action

Round 1:
Kaz (SP:20/20): Go

Stridermander: TBD
Aldo: TBD
Angel (SP: 15/22): TBD
Chip: TBD

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Black:
Red:


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

Surprise Rd

Targets inbound! Yells the vesk as he brings his new cannon up to fire. He lets off a burst at whatever it was straight in front of him.

Ranged attack 1d20 + 7 ⇒ (10) + 7 = 17
Tactical Rail Cannon 1d10 + 3 ⇒ (2) + 3 = 5

Round 1

The vesk keeps the stock on his shoulder and fires another burst.

Ranged attack 1d20 + 7 ⇒ (2) + 7 = 9
Rail Cannon 1d10 + 3 ⇒ (5) + 3 = 8


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Kaz's snapshot wings the creature, but the follow up is off.

The two stridermanders close in with crude spears made of obsidian:
Stab at Kaz: 1d20 + 12 ⇒ (9) + 12 = 21 for DMG: 1d6 + 7 ⇒ (2) + 7 = 9
Stab at Chip: 1d20 + 12 ⇒ (1) + 12 = 13 MISS

Adani and Karm, yelp and hide!

The stridermanders
Round 1:
Kaz (SP:20/20): Miss
Stridermander: ATK
Aldo: Go
Angel (SP: 15/22): Go
Chip (SP: 12/21): Go

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Black: 5
Red:


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 tries to take a step back before firing his laser pistol, and his drone also shoots. Both the same target Kaz marked.

Laser pistol: 1d20 + 4 ⇒ (15) + 4 = 19
fire: 1d4 + 1 ⇒ (2) + 1 = 3

drone attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage, P: 1d6 + 1 ⇒ (3) + 1 = 4


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

"Kaz, I need you to tap into that inner strength and show us what you are really made of!"

Aldo immediately uses his Inspiring Boost to restore ten points of Stamina to Kaz. The aasimar then takes a guarded step to try and move out of the threatening reach of the stridermander.


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:


Chip (SP: 12/21): Go[/b]

I should be at full...


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 steps back and tracks the same one that was injured by others. She fires off a shot!

Plasma Bolter, Tactical (with Combat Tracking: 1d20 + 6 ⇒ (12) + 6 = 18
E+F: 1d10 + 3 ⇒ (4) + 3 = 7


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Chip's SP was just typed too quickly. Chip scores a hit, though the drone is off. Aldo boosts Kaz for more of the fight.

Angel's shot also hits!

The targets are small, but tough!

Round 2:
Kaz (SP:20/20): Go

Stridermander: TBD
Aldo: TBD
Angel (SP: 15/22): TBD
Chip (SP: 21/21): TBD

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Black: 15
Red:


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 2
With the stridermander right in his face the vesk drops the cannon and starts slashing with his powerful claws.

Melee attack 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Vesky claws 1d4 + 8 ⇒ (3) + 8 = 11

Melee attack 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Vesky claws 1d4 + 8 ⇒ (2) + 8 = 10


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Kaz rips into the creature twice with his claws. Shockingly the little monster is still alive and fighting, though it's obvious that one good swipe will finish it off. Nasty little buggers these.

The severely wounded one backs away from Kaz and then shoots its belly-mouth at him!
Bite: 1d20 + 12 ⇒ (8) + 12 = 20 for DMG: 1d6 + 7 ⇒ (5) + 7 = 12 it fails to latch on though thank goodness!

The other stays toe-to-toe after Chip:
spear: 1d20 + 12 ⇒ (9) + 12 = 21 for DMG: 1d6 + 7 ⇒ (2) + 7 = 9

Round 2:
Kaz (SP:8/20): Hits
Stridermander: ATK
Aldo: Go
Angel (SP: 15/22): Go
Chip (SP: 12/21): Go

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Black: 36
Red:


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 takes another shot at the injured one.

Plasma Bolter, Tactical (with Combat Tracking: 1d20 + 6 ⇒ (1) + 6 = 7
E+F: 1d10 + 3 ⇒ (5) + 3 = 8


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]

Seeing how tough these things are, Chip continues to fire on the wounded threat only moving to the one on him if the first one falls

Laser pistol: 1d20 + 4 ⇒ (3) + 4 = 7
fire: 1d4 + 1 ⇒ (3) + 1 = 4

drone attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage, P: 1d6 + 1 ⇒ (4) + 1 = 5


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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 takes another guarded step as he slowly maneuvers around to get in a better position to fire at the stridermander. Meanwhile he gives Chip and inspiring boost.

"Stay on these vile creatures, Chip! I know we can trust you to take some of these beasts down!"

Inspiring Boost restores all nine stamina points to Chip.


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Angel and Chip both miss, but the drone drops one of the stridermanders. The skittermander ranchers give a cheer, and then quickly go back to hiding!

Aldo gives Chip a boost, keeping him ready for more!

Round 3:
Kaz (SP:8/20): Go

Stridermander: TBD
Aldo: TBD
Angel (SP: 15/22): TBD
Chip (SP: 21/21):TBD

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost: Chip, Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Red:


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 3

Kaz gives a hiss of happiness as the drone finishes off the critter in front of him. Then he quickly turns and button hooks around Chip to bring his claws to bare on the last enemy.

Melee Attack 1d20 + 7 ⇒ (17) + 7 = 24
vesky claws 1d4 + 8 ⇒ (2) + 8 = 10


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Kaz tears into the stridermander's body.

The remaining creature seems undaunted, trying very hard to bite Kaz in the crotch!
Bite: 1d20 + 12 ⇒ (3) + 12 = 15 but gets only armor.

Round 3:
Kaz (SP:8/20): Hit
Stridermander: ATK
Aldo: Go
Angel (SP: 15/22): Go
Chip (SP: 21/21):Go

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost: Chip, Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Red: 10


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 keeps doing The Thing.

Laser pistol: 1d20 + 4 ⇒ (7) + 4 = 11
fire: 1d4 + 1 ⇒ (4) + 1 = 5

drone attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage, P: 1d6 + 1 ⇒ (3) + 1 = 4


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 takes a guarded step away from the stridermander using a graceful leap to attempt a Clever Feint against the creature.

Clever Feint(Bluff): 1d20 + 10 + 1d6 ⇒ (6) + 10 + (2) = 18

Clever Feint:
. Clever Feint (Ex) As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check. The DC of this check is equal to either 10 + your opponent's Sense Motive total skill bonus or 15 + 1-1/2 × the opponent's CR, whichever is greater. This is the same DC as a check to feint against that enemy (though this isn't a standard check to feint, so Improved Feint and Greater Feint don't apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creature that lacks an Intelligence score.


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Aldo cleverly (albeit barely) tricks the stridermander into over extending itself. It's not enough to help Chip's shot, but the drone again scores a hit.

Kaz tears into the stridermander's body.

The remaining creature seems undaunted, trying very hard to bite Kaz in the crotch!
Bite: 1d20 + 12 ⇒ (15) + 12 = 27 but gets only armor.

Round 3:
Kaz (SP:8/20): Hit
Stridermander: ATK
Aldo: Feint[b]
Angel (SP: 15/22): Go

Chip (SP: 21/21): Hit

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost: Chip, Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Red: 14


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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

With clever feint, the Sridermander is flat footed to the entire party!


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 takes aim at the flat footed Stridermander.

Plasma Bolter, Tactical (with Combat Tracking: 1d20 + 6 ⇒ (13) + 6 = 19
E+F: 1d10 + 3 ⇒ (7) + 3 = 10


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Angel scores a solid hit, leaving the stridermander quite wounded and staring down an angry vesk!

Round 4:
Kaz (SP:8/20): Go

Stridermander: TBD
Aldo: TBD
Angel (SP: 15/22): TBD
Chip (SP: 21/21): TBD

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost: Chip, Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Red: 24


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 4
Kaz pounces on the wounded stridermander. He has seen how remarkably tough the small critters are. He holds nothing back.

Melee attack 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Vesky claws 1d4 + 8 ⇒ (2) + 8 = 10

Melee attack 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Vesky claws 1d4 + 8 ⇒ (4) + 8 = 12

Only to roar in frustration. Ssssllythyrin!


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Maybe it's because it's so injured, but Kaz finds the thing too scrappy and quick to hit!

With a snarl it lashes out with its normal mouth before back away juuuuust a bit
ATK v. Kaz: 1d20 + 12 ⇒ (7) + 12 = 19 MISS

Round 4:
Kaz (SP:8/20): Miss
Stridermander: ATK
Aldo: Go
Angel (SP: 15/22): Go
Chip (SP: 21/21): Go

******************************************
TACTICAL MAP
Location: Vesk-2
GM’s Tracker
Party Conditions: Inspiring Boost: Chip, Kaz
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal

DM:

Red: 24


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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

Using an inspiring combo, Aldo fires his laser rifle again at the stridermander and then uses his inspiring feint for the following round.

Inspiring Combo:

You have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round).

Azimuth Laser Rifle vs. Flat Footed EAC: 1d20 + 3 ⇒ (20) + 3 = 23
Fire Damage: 1d8 ⇒ 6. <--Double plus Burn: 1d6 ⇒ 4

Bluff (Clever Feint) : 1d20 + 10 + 1d6 ⇒ (1) + 10 + (3) = 14

May Not Use Inspiring Combo for: 1d10 - 4 ⇒ (4) - 4 = 0 Rounds


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]
Kaz wrote:
...Only to roar in frustration. Ssssllythyrin!

Chip cocks his head at Kaz' utterance. He focuses back to the stridermander and shouts AVADA KEDAVRA!!

Laser pistol: 1d20 + 4 ⇒ (14) + 4 = 18
fire: 1d4 + 1 ⇒ (1) + 1 = 2

drone attack: 1d20 + 7 ⇒ (13) + 7 = 20
damage, P: 1d6 + 1 ⇒ (1) + 1 = 2


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:
Kaz wrote:
...Only to roar in frustration. Ssssllythyrin!

Chip cocks his head at Kaz' utterance. He focuses back to the stridermander and shouts AVADA KEDAVRA!!

[dice=Laser pistol]1d20+4
[dice=fire]d4+1

[dice=drone attack]d20+7
[dice=damage, P]1d6+1

Kaz gives a tiny amount of attention to the android but doesnt speak whatever language Chip is saying…

But I think its funny


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Aldo's shot is center mass and immediately burns the stridermander to death! Your combat victory earns the party 1,600 XP.

Adani and jump for joy at being saved from the nasty little buggers, "Every year we lose some stock to those things! Thank you!"

True to their word, they hand over ALL the promised rewards. Considering you squeezed in the mother defrex and the young, they've got a lot to fork over! Completing this quest nets you: 4,000 XP, 16 BP, and 3,000 credits.


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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.

"I love it when a plan comes together."


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You're currently flushed with cash, and could no doubt use a little downtime. How would you like to spend a few days? Shopping, chilling, or looking for a gig?


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]
Angel. wrote:
"I love it when a plan comes together."

Chip quirks one side of his mouth. With a roughened voice he says That's just jibber jabber.

Returning to his normal voice, he then says Perhaps we can do some further upgrades to our ship? Any suggestions?

also, I'm not sure what my best bets are for personal gear...I'll take suggestions there too


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In general, weapon upgrades should come quick and often, unlike Pathfinder. Fusions are also a good way to go. Armor is a little slower, but still much more common than Pathfinder. Look for upgrades there too. Rings of Resistance, jetpacks, etc are great. Synaptic accelerators are MUST HAVE once you can buy them.


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, my friends. I think if we are going to stick to this business we need to invest in ourselves. Unfortunately, I need more credits to invest. Let's take a job that can earn us some quick cash."


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

I believe I need a blade. Sword or doshko, doesnt matter that much.


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Small jobs mean using the FireStorm. Do you want to upgrade that at all first?


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:
Small jobs mean using the FireStorm. Do you want to upgrade that at all first?

Will buy a tactical doshko for 240 creds.

Im ready for another job captain. The vesk gives a few practice swings with a tri-blade doshko.


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
Kaz wrote:
"Im ready for another job captain."

"Kaz, you strike me as the sort that is ready for anything. Let's do it. I'm not sure I dare say it, but let's hope we can get an easy job making easy money!"


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Galactic Trade
GM Only Tracker
FireStorm status: Cargo Bays: 0/2 and 0/2

Step 1: Find Cargo. What’s the Infosphere got? Make a Diplomacy (Gather Information) or Profession (Merchant) check. Current DC is 14. 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 checks out the current scene and tries to find what will make them some easy money.

Diplomacy: 1d20 + 13 + 1d6 ⇒ (7) + 13 + (3) = 23

Diplomacy(Savvy Merchant): 1d20 + 13 + 3 ⇒ (11) + 13 + 3 = 27


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

Profession Mercenary 1d20 + 4 ⇒ (19) + 4 = 23

Kaz pokes around a little and buys a few drinks looking for word of any potential jobs.


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Galactic Trade
GM Only Tracker
FireStorm status: Cargo Bays: 0/2 and 0/2

Step 1: Find Cargo. What’s the Infosphere got? Make a Diplomacy (Gather Information) or Profession (Merchant) check. Current DC is 14. Fail = better luck next week.

Step 2: Find Cargo - RESULTS!
Type: 1d20 ⇒ 2, Subtype: 1d91 ⇒ 46 = Palladium
Number of Lots: 1d4 ⇒ 2 (Success level means 1-3 Lots available.)
Cost per lot: 1d4 ⇒ 2
Complication: 1d10 ⇒ 9 Strange Customs
Destination: 1d10 ⇒ 8 The Vast

Aldo finds a solid lead on some Palladium. There are a few options to buy. In all cases, it's going to cost you 2 Bp per lot purchased. You can buy 2, 3, or 4 lots.

The deal is going to be a little tricky. It's at a strange world in the Vast. They have complicated rules of commerce, and it's going to take some Cultural savvy to make the trade. The good news is that with a good showing, you can buy it for more than expected.

Step 3: Set up a deal
Do two things:
1. How many Lots are you going to buy
2. Make a Diplomacy (Gather Information) or Profession (Merchant) check. Current DC is 14. This determines your buyer and the price point.


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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 goes big and tries to buy four lots.

Diplomacy: 1d20 + 13 + 1d6 ⇒ (2) + 13 + (2) = 17
Savvy Merchant Diplomacy Reroll: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27


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Aldo uses his skills.

Galactic Trade
GM Only Tracker
FireStorm status: Cargo Bays: 2/2 and 2/2

Step 4: Let's do this!
Aldo buys it all, filling the cargo holds. Hopefully the deal goes well as he turns over 8 Bp
It's then into the Vast for this deal. Good thing you've got a beefy Drift Engine! Days: 5d6 ⇒ (2, 1, 2, 4, 3) = 12 Total Travel = 6 Days

Step 5: Rules of Acquisition
After working on the deal, the customer offers Sale: 1d8 ⇒ 8 CRIT Crit profit: 1d8 ⇒ 5 Given the distance traveled, the price is a mouthwatering 13 Bp per lot! This is retirement money for most. There was a complication, they have strange customs.
I need a Society check from one party member.


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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

I presume you mean Culture, not Society.

Culture: 1d20 + 6 ⇒ (16) + 6 = 22


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

Aldo completes the deal, and it's a masterstroke. As soon as the deal is done the party is MUCH MUCH richer. I STRONGLY recommend taking some time to upgrade your ship. If you're looking for advice, look at your: Power Core, computer, and engines. After that, gun placements and shields.


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

”Well done, crew! We may not earned the credits I was looking for, but we made out like bandits on our BPs. I have to say, it is an honor to work with a crew such as yourselves. Now, let’s think how we can get our ship boosted up as much as we can. We will want it, especially if the Edge starts coming after us again.”


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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.

"Aldo YOU KICK ASS! Now let's maybe get a better computer. Tired of using my cassette drive to upload new coordinates."


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

The party takes a couple of days to chill. While enjoying some R&R a communique hits the FireStorm. It's Gniz.


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

"Hey everyone. Good news! After partnering with some LEOs, it looks like we've got definitive proof that Inquest screwed you over on that delivery. Let me make it up to you. I've got a gig you might like."

"The Moonlighters has been asked to identify a derelict starship that’s roughly a day’s travel from your current location. Though its transponder is either turned off or malfunctioning, a nearby deep-space probe happened to get a visual on the drifting vessel."

This time, the employer is an elf matriarch whose daughter disappeared on the starship Fortune’s Fool years ago; she’s driven to investigate every report of a derelict ship in hopes of learning her daughter’s fate. The matriarch wishes to remain anonymous, but I've run similar jobs for her many times and I assure you this one is on the up and up. That and she always pays on time!"

"Board the derelict to check its logs and positively identify it. I doesn’t care what you do with the ship afterward. the job pays 5,300 credits to retrieve the ship’s records, even if the vessel isn’t the one the client is looking for. Easy peasy!"

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