GRIM*! Gaming Network’s SFS2 1-02: Mystery of the Frozen Moon (Inactive)

Game Master Ashbourne

GRIM*! Gaming Network’s SFS2 1-02: Mystery of the Frozen Moon

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Advocates

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Supersuperlative wrote:

I'm a little confused by the interaction of Primary Target and Area weapons - how does the attack roll factor into it?

I get that a hit will cause failure and suppression for the target (unless they get a crit success). Does it effect the Primary Target damage in any way? ie. Does a miss mean that the Area Fire damage isn't taken or reduced in some way? Or is still dependent on the subsequent Reflex save for both? Or does each (Primary Target damage and Area Fire) require a separate Reflex save from the Primary Target?

** spoiler omitted **

** spoiler omitted **...

Think of them as 2 separate attacks

1. Primary attack (Attack roll and damage roll as a normal attack)

2. Area damage. Role area damage once: all targets in the area roll a saving throw vs that damage. If the Primary Target was hit by the primary attack, apply the saving throw adjustment to the primary target's saving throw.

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Blake Lively wrote:
Fun little observation, unless I missed something - Out of all the player d20 rolls in this combat, only 4 have been above 10.

On the flip side, all my GM nat 20s and 19s have been on flat check vs Concealed, which has saved you from some critical hits.

Starfinder

Versatile Human Smuggler Envoy 1 | HP 17 | AC 16 | F4 R8 W5 | Perc +3 | Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆

So the takeaway from this is that dropping a fog cloud loses you encounters. Got it.

Advocates

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Blake Lively wrote:
So the takeaway from this is that dropping a fog cloud loses you encounters. Got it.

I suppose it matters what order you roll in, but the dice will likely figure that out too.


GRIM*! Gaming Network wrote:


Think of them as 2 separate attacks
1. Primary attack (Attack roll and damage roll as a normal attack)

2. Area damage. Role area damage once: all targets in the area roll a saving throw vs that damage. If the Primary Target was hit by the primary attack, apply the saving throw adjustment to the primary target's saving throw.

Thanks. I was cool with most of that. It was the Primary Attack that I wasn't sure if it worked like the usual Area Damage or just resolved damage on a hit in the same way a pistol or rifle would. I had initially thought the latter but began second guessing the more I read.

Appreciate you taking the time to help!

Starfinder

Versatile Human Smuggler Envoy 1 | HP 17 | AC 16 | F4 R8 W5 | Perc +3 | Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆

Question - is the party not familiar with the concept of icicles, or are we just doing a bit here?

For roleplaying purposes.

Advocates

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Blake Lively wrote:

Question - is the party not familiar with the concept of icicles, or are we just doing a bit here?

For roleplaying purposes.

The icicle comment was just because someone critically failed a survival check. Anyone in the party not from the bright side of Vercies or Pheniox, AZ, is likely familiar with them. I suppose anyone from the Idori or Absalom Station is also not likely to have seen icicles in person.


M Human

I did go with the flow that is what my character knows. Coming from a place where surprisingly, snow stayed in the ground for many days, I know icicle.

Advocates

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When you get time, can I get everyone to fill out the following information for the chronical sheets.

Character name:
Chronical number:
Orgnixed play number:
Character number:
Starting XP:
Starting Credits:


M Human

Character name: Étoile marcheuse
Chronical number: 2
Organized play number: 1977
Character number: 2701
Starting XP: 4
Starting Credits: 180

Acquisitives

SRO Envoy/Soldier - sp 43 | hp 45| rp 7| EAC 23 KAC 25| fort +3/ref +7/ +7 will|init +7| Perc 11 (LL/DV)

Character name: Big Red
Chronical number: 2
Orgnixed play number: 826-2701
Character number: 1
Starting XP: 4
Starting Credits: 201


Character name: Thomas "Thommo" Orrick
Chronical number: 1
Orgnixed play number: 274536
Character number: 2702
Starting XP: 0
Starting Credits: 11

Starfinder

Male Urbanite Human Healing Mystic 2 | Doctor | HP 22/22, AC 18 (w Dermal Plating raised), Fort* +5, Ref* +7, Will** +10, Perc* +8, Stealth* +7 | Speed 25 ft. | Exploration Activity Search | Active Conditions | Tracker | ◆◇↺

Character Name: Leopold "The Doctor" Fix
Chronicle Number: 3
Organized Play Number: 2403787
Character Number: 2703
Starting XP: 8
Starting Credits: 305

Starfinder

Versatile Human Smuggler Envoy 1 | HP 17 | AC 16 | F4 R8 W5 | Perc +3 | Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆

Character name: Blake Lively
Chronicle number: 1
Organised play number: 179284
Character number: 2701
Starting XP: 0
Starting Credits: 25

Starfinder

Male Android Stowaway Operative | AC 18 | HP:9/17| F:4 R:9 W:5 132475-2701

Character name:CTU -596
Chronical number: 001
Orgnixed play number:132475
Character number: 1
Starting XP: 0
Starting Credits: . . .I'll have to check

Advocates

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Scenario 1-10: Rites of Rekindling just came out today. I had a chance to read it, and as I had suspected, it kind of indirectly ties into some of the earlier events in Mystery of the Frozen Moon. I was wondering if any of you would like to continue on with 1-10: Rites of Rekindling when we finish this game?

Depending on the timing of finishing the current game and the holidays might wait until the beginning of the year to start.


M Human

Yes. I have an interest to continue towards 1-10.

Starfinder

Male Urbanite Human Healing Mystic 2 | Doctor | HP 22/22, AC 18 (w Dermal Plating raised), Fort* +5, Ref* +7, Will** +10, Perc* +8, Stealth* +7 | Speed 25 ft. | Exploration Activity Search | Active Conditions | Tracker | ◆◇↺

Count me in.

Starfinder

Versatile Human Smuggler Envoy 1 | HP 17 | AC 16 | F4 R8 W5 | Perc +3 | Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆

I'm down.


I'm in.

Scarab Sages

Sure!


M Human

I try to read diagonally, and will post in character later, as I am at my break at work.

Starfinder

HP 22 | AC 18/19 | Fort +5; Ref +7; Will +5; | Perc +5 (DV) | Speed 20/ FLY 25 |

Sure! :)

Advocates

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This is the most complicated encounter I have seen, but it's kind of cool. Let me know if it's getting too hard to follow.

Advocates

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Low gravity, the Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell.

Zero Gravity. Creatures in a zero-g environment float aimlessly without a method of propulsion, cosmic flight, or nearby objects to Push Off of. Creatures with a natural fly Speed can't use their fly Speed in zero-g unless they have the cosmic trait. Creatures flying via propulsion, such as jetpacks, starship thrusters, and spells like fly or void vessel, are unaffected. Unless a creature has a means of moving in zero-g, it gains the untethered condition.

Untethered You're in a zero gravity (or similar) environment without a means of movement and float without support. You can't take move actions unless they specify they can be used in your current environment. At the end of your turn, you move 5 feet in the last direction you moved. You can take the Push Off action (see below) to change directions and the distance moved. Once you gain a means of moving in your environment, you lose this condition. Typically, a creature with the untethered condition in zero-gravity also gains the clumsy 1 and off-guard conditions while untethered.

To disable Hazard A: DC 13 Arcana or Occultism (trained)
Must be near one of the control stations to do this B2, B3, B4

To disable Hazard B: DC 16 Arcana, Nature, Religion, or Occultism (trained) to soothe the restless emotions with prayer, meditative chanting, or magical rituals.
Tthree total checks are required to disable the hazard. One more success needed.
Must be inside the circle or in reach of it to disable.


M Human

So, Occultism was not in the option to convince them? To be sure.

Starfinder

Versatile Human Smuggler Envoy 1 | HP 17 | AC 16 | F4 R8 W5 | Perc +3 | Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆

I need some clarification. Do they speak, or do we need the bands to communicate?

Advocates

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dragonvan wrote:
So, Occultism was not in the option to convince them? To be sure.
Étoile marcheuse wrote:

Étoile marcheuse asks "Um! Where you were, is it another plane?"

Occultism: 1d20 + 7 ⇒ (20) + 7 = 27

Oops! I put the wrong modifier previously.

I thought you were rerolling your last roll to disable the gravity hazard? Occultism: 1d20 + 8 ⇒ (20) + 8 = 28

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The DC 20 skill check of your choice to make a good impression is the last skill check of the game.

Before you make this roll if you want. The other lu-venons are more hesitant to approach, but can be coaxed closer if the PCs take steps to make themselves appear less threatening. Remember, the The lu-venons have now witnessed your party wiping out both the creatures that prey on them and the Terrors. They seem to like you, but at the same time, your party is the most dangerous thing they have ever seen. This doesn't require a dice roll; just let me know how you are being less threatening if you want the extra +1 for the final check. This would give you a total of +3 since you also have one of the bands.

Your question was relevant to getting more information to help you and the party have more information, but they have no memory of what happened to them, so that doesn't make them feel safer.

The final roll you can only do once, or use your hero point to re-roll it. But before then, you are still free to try to appear less threatening and answer their question or ask more questions of your own. To help come up with an idea to make a good impression.

If you had meant for your last roll to be your final roll, just answer Uloa's questions, and I'll let you use that roll.
"Did you get the signal too? Are you from the stars?"

Advocates

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Blake Lively wrote:
I need some clarification. Do they speak, or do we need the bands to communicate?

They do speak after you defeated the Terrors, but in a launage you don't know. Only those of you with the bands on understand Uloa, and only Uloa understands those of you with bands.

I just assume Uloa is translating to the other lu-venons, and your team with bands can translate for those on the team without bands. In theory, you could share bands, but doing so takes 10 minutes for the bands to reconnect.

Note, you have lots of time here, ideas to help make a good impression on the gathered lu-venons. Convince them that not all of space is as scary as they thought. You could help them rebuild after their awakening, to show goodwill. Help gather food to have a big celebration. cold take as long as you think is needed, could be hours or a day to 2. It could just be saying the right things.


A lot of action going on here! The past couple of days have been very hectic. I'll try to post later tonight.

Advocates

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Supersuperlative wrote:
A lot of action going on here! The past couple of days have been very hectic. I'll try to post later tonight.

Most complicated combat I've ever run. Followed by a very interesting ending to uncover.

No rush, the combat went quicker than expected, and I still have to prep the next scenario, and have another live game for saturday I have to prep for. Other than the last skill roll, it's mostly role-playing to give you a chance to learn more about the story.

Starfinder

Versatile Human Smuggler Envoy 1 | HP 17 | AC 16 | F4 R8 W5 | Perc +3 | Speed: 25 ft | Envoy DC 17 | Exploration: Avoid Notice | ↶◇◆

I'm watching the thread. Just waiting for someone to translate for Blake. Afaik, Blake doesn't know what they're saying, hence the weapon at the ready.

Starfinder

Male Android Stowaway Operative | AC 18 | HP:9/17| F:4 R:9 W:5 132475-2701

Thanks for running this Grim!

Advocates

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Thanks for playing, everyone. This was a fun group to GM for, hope to see you all in the next scenario! I still have some prep to do, but get the mission debriefing/briefing set up to start us off.

I got the new game thread set up for SFS2 1-10 Rites of Rekindling

Starfinder

Male Urbanite Human Healing Mystic 2 | Doctor | HP 22/22, AC 18 (w Dermal Plating raised), Fort* +5, Ref* +7, Will** +10, Perc* +8, Stealth* +7 | Speed 25 ft. | Exploration Activity Search | Active Conditions | Tracker | ◆◇↺

Hello, GM. May I ask if this could be marked as Inactive so it won’t show among my active campaigns? Thank you very much!

Advocates

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Leopold "The Doctor" Fix wrote:
Hello, GM. May I ask if this could be marked as Inactive so it won’t show among my active campaigns? Thank you very much!

Thanks for the reminder

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