Ragadahn

Christopher Wasko's page

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16. Goblin Squad Member. RPG Superstar 6 Season Star Voter, 8 Season Marathon Voter. Pathfinder Adventure Path, Starfinder Adventure Path Subscriber. ****** Venture-Lieutenant, Connecticut—Fairfield County 308 posts (3,305 including aliases). 5 reviews. No lists. No wishlists. 46 Organized Play characters. 4 aliases.


1 to 50 of 164 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Wayfinders

1 person marked this as a favorite.
Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1
Faraeon Star-Jumper wrote:
"Sunshine! You wanna check out those computers? See if maybe we can turn those orbs to help us out? I'm gonna be busy doing some gardening!" The lashunta flips and tumbles behind one of the terminals, raises his semi-automatic pistol, and fires off a round at the plant creature.

Sunshine's already pale face becomes monochromatic as he looks upon the giant monstrosity. "On it!" He books it away from the plant creature to one of the elevator terminals and begins working on how to manipulate the spheres.

Move to square, standard Computers to interact with terminal/sphere.

Computers: 1d20 + 16 ⇒ (13) + 16 = 29


2 people marked this as a favorite.

I'd love to GM 2-00, but I'm presently working on a SuperSecretSpecialExcitingProject(TM) and probably won't have time in this window. Will it be offered in PbP again in the not-too-distant future?

Wayfinders

1 person marked this as a favorite.
Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

"Fantastic." Sunshine growls. "Let's get out of here post haste!" He looks frantically for an exit.

Engineering: 1d20 + 15 ⇒ (1) + 15 = 16 *facepalm*

Wayfinders

1 person marked this as a favorite.
Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

Taking careful aim at the big apari, Sunshine funnels another bout of arcane energy into his rifle and takes his shot.

Move action empower weapon using a 2nd-level spell slot, standard fire at the apari.

Attack vs EAC (empower weapon): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Damage (E+F; supercharged weapon, empowered weapon): 1d8 + 6 + 4d6 + 2d6 ⇒ (5) + 6 + (6, 6, 2, 5) + (1, 1) = 32

Wayfinders

1 person marked this as a favorite.
Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

Sunshine has the bracket too. Super helpful, four stars, would recommend.

Wayfinders

1 person marked this as a favorite.
Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

Sunshine works in the food bay. "Making some stewthorn. It's a stew made from bluethorns, which regularly attacked us behind the Godshield. It's pretty tasty, like a vegetable broth mixed with eating your fallen enemies. Reminds you why it's good to be alive most of the time."

Just as a caveat, I try to play Sunshine as an SFS version of Eeyore, so kind of a playful downer.

Wayfinders

1 person marked this as a favorite.
Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

Sunshine has Computers and Engineering out the wazoo.


1 person marked this as a favorite.

GM Screen:
Engineering (shields): 1d20 + 15 ⇒ (3) + 15 = 18
Captain = Encourage Pilot
Science (rebalance shields, special taunt): 1 + 20 + 2 = 23
Pilot (evade; encourage): 1d20 + 15 + 1 + 2 ⇒ (14) + 15 + 1 + 2 = 32
Gunnery (aeon caster; computer): 1d20 + 12 + 3 ⇒ (16) + 12 + 3 = 31
Gunnery (fire projectors; computer): 1d20 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Gunnery (aeon caster; computer; reroll): 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20
King Xeros (45/5/40/7/66-71=0)

Gunnz's maneuvering persists in keeping your ship outside the King Xeros's firing arcs, and positions you to unload your full firepower on the starboard flank. With Elminar lowering the shields from within, the ship gets pounded by direct fire, causing the ship to shudder to a halt as several Azlanti augmentations detach and drift off into the void. The aft begins emitting beams of light and shaking the whole ship, which flashes as though made from TV static at strange intervals. You see two escape pods launch from the ship’s flanks.

Combat over! You won!

Naiaj, still fighting the vanguard, contacts your ship. "You've crippled it! Quickly, board the ship and stop whatever is causing this erratic behavior!"

We're making great time, so we're gonna do the bonus encounter! Note that each square is 10 feet, so your pawns are very small.

You quickly board one of your own escape pods and attach where one of the Azlanti pods detached. Steel platework reinforces the deck of the crystalline vessel, the flat metal surfaces marred only by angular modules protruding from the floor. Electrical wires and robotic targeting mechanisms extend from two hemispherical cannons with small tubes pointing out toward space, the equipment visibly damaged from starship weapon fire. No railings line the edges of the ship, providing no apparent barrier between the end of the deck and the void beyond. Atop the deck, three intact robots with treaded wheels and four arms (one of which hosts an integrated longarm) stand alert, their klaxons firing red as you land onboard!

Initiative:

He-Who-Grinds-Blades-to-Dust: 1d20 + 3 ⇒ (10) + 3 = 13
Elminar: 1d20 + 8 ⇒ (9) + 8 = 17
Grif: 1d20 + 4 ⇒ (11) + 4 = 15
Numina: 1d20 + 5 ⇒ (10) + 5 = 15
Brock: 1d20 + 6 ⇒ (13) + 6 = 19
Gunnz: 1d20 + 7 ⇒ (19) + 7 = 26
Robots: 1d20 + 4 ⇒ (18) + 4 = 22

Round 1 (bold may post)
Gunnz
Robots
Brock (-1 RP)
Elminar (-2 RP)
Numina (-5 SP, -2 RP)
Grif (-1 RP)
Grinds


1 person marked this as a favorite.

Yep, Elminar had it right: the King Xeros was in your port arc during the last gunnery phase, so I noted for you to use that in the post (Grinds had already posted his turret attack). Starship combat in PbP is such a moving target. @Gunnz: I don't think any ship can apply a computer bonus to an initiative check, only to your helm action Piloting check.

GM Screen:
Engineering (shields): 1d20 + 15 ⇒ (1) + 15 = 16
Captain = Encourage Pilot
Special Taunt vs Pilot: 1d4 ⇒ 4
Science (rebalance shields, special taunt): 1 + 20 + 2 = 23
Pilot (evade; special taunt, encourage): 1 + 15 + 1 + 2 = 19
Gunnery (phase spike; computer): 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
Gunnery (fire projectors; computer): 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
King Xeros (50-50=0/50/50/7/75-9=66)

The enemy comms unit flies into a chaotic mess of miscommunication, made worse by Brock's subterfuge. Gunnz repeats her fancy flying, avoiding all incoming fire while your gunners slam their attacks into the forward shields, clearly rebalanced despite the confusion but hit hard enough to cut through to the hull.

Round 3 (bold may post)
Gunnz Initiative: 1d20 + 16 ⇒ (7) + 16 = 23
Xeros Initiative: 1d20 + 15 ⇒ (4) + 15 = 19
PCs (blue) move second. King Xeros has moved.

King Xeros (?/?/?/?/?)
Drake (25/25/25/25/85)

Engineering
Helm
Gunners


1 person marked this as a favorite.

Many thanks for your leadership, HMM!


1 person marked this as a favorite.

Alternate Starship Combat Options

  • You found the code for Aldroxis's handmade biotech shield system, allowing science officer PCs to attempt a DC 17 Computers check as a helm phase action. By succeeding at this check, the PC can immediately reduce the King Xeros’s Shield Points in a single arc by 40 for 1 round.
  • You discovered schematics of energy cells installed throughout the ship and screenshotted the data to your own ship, allowing engineer PCs to re-roll one die once per starship combat.
  • You use the augmentation blueprints to devise strategies to avoid the King Xeros’s firing arcs, requiring the King Xeros to reroll any successful gunnery check and take the second result for that round whenever the pilot PC performs a successful evade stunt.
  • By mastering Aldroxis’s speech patterns, the captain PC can use the demand or taunt action to force the King Xeros’s engineer, pilot, or science officer to treat their starship combat check result as a natural 1 that round. As per the typical uses of these actions, each King Xeros NPC can be affected by the captain PC’s demand or taunt action only once.
  • You can use the xenophage creeper data to jury-rig your own biotech ammunition, allowing gunner PCs to inflict critical damage on the King Xeros with a natural 20 on a gunnery check without needing to bypass its shields.

    King Xeros
    KING XEROS TIER 8
    Medium explorer
    Speed 10; Maneuverability good (turn 1); Drift 1
    AC 22; TL 24
    HP 75; DT —; CT 15
    Shields medium 200 (forward 50, starboard 50, port 50, aft 50)
    Attack (forward) phase spike (3d6)
    Attack (port) aeon caster (3d4)
    Attack (starboard) aeon caster (3d4)
    Attack (aft) heavy aeon torpedo launcher (6d8)
    Attack (turret) fire projectors (4d12)
    Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems aeon diffuser (iridescent spindle), basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 6 armor, mk 9 defenses, unstable power; Expansion Bays cargo holds (2), escape pods, guest quarters
    Modifiers +3 to any two checks per round, +2 Computers, +1 Piloting; Complement 6
    Phase Spike Aldroxis has augmented the phase spike protruding from the ship’s fore into a unique weapon, which functions like a light particle beam that has the vortex special property.
    Unstable Power Aldroxis’s handmade biotech computer mainframe is functional but shoddy. The King Xeros immediately loses 15 Hull Points if its power core system is wrecked.

  • Wayfinders

    1 person marked this as a favorite.
    Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

    Sunshine takes his tea cup and answers morosely. "I look at ruins and try to figure out how old civilizations used to—" he stops abruptly as he takes a small sip, only to make an alarmed face and fan his closed mouth while placing the teacup down. "HAHT. TOO HAHT. AH AH AH."


    1 person marked this as a favorite.

    Yeah, Imako is quirky, I assume because he works in intelligence.


    1 person marked this as a favorite.

    Great, Gunnz can pilot moving forward. Normally I'd say roll the second gun, but you easily beat the damage you needed, so it's not really necessary this time around.

    Wayfinders

    2 people marked this as a favorite.
    Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

    A winterborn rhyphorian with a face and shoulders that droop like they carry the weight of the world slumps in one of the nearby chair. A longarm sits on the ground beside his seat. "Korvin. Ever since the Scoured Stars incident, though, my old teammates called me 'Sunshine.' I suspect it's ironic. It was funny until bluethorns ate them all."


    1 person marked this as a favorite.

    GameDay officially starts TOMORROW! GET HYPE! Make sure your stats are up to date and your info on the first slide (and for Chronicle sheets in this thread) is complete.

    EDIT: We start TODAY!!!!!1!1!11!!!!!!

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Wow, what a finish! Nice shot, Goose!

    Chronicle looks good, thanks for running!


    1 person marked this as a favorite.

    Traveling until Sunday, will resume (and probably finish) Monday.

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    I’ll post tomorrow, today was insane.


    2 people marked this as a favorite.

    Just a note: the maps currently have some tokens on them, hidden under the Fogs of War. Make sure you adjust those tokens to fit your respective subtiers ahead of time.

    For the tokens, low subtier tables will need street crawlers and high subtiers will need enercopters.

    4/5 5/55/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

    21 people marked this as a favorite.

    When I got the outline for SFS 1-13, Thursty offered that I could submit PC race stats for the izalguuns on the off chance they became a playable race further down the road. I enthusiastically did so, having immediately fallen in love with the species, and then I dutifully held my tongue as the scenario hit the shelves and for months afterwards. To see that chicken finally come home to roost in this epic way is better than I could have hoped for! Thank you for this experiment, John & Thursty! I’m so excited to see izalguuns join the ranks of the Society!

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Sorry for the delay, the past couple of days were exhausting travel and I couldn't get to posting. I'm home now and my posting should be much more regular until GenCon. Thanks for the bot and for bearing with me.

    Wayfinders

    1 person marked this as a favorite.
    Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

    Sorry for the delay, the past couple of days were exhausting travel and I couldn't get to posting. I'm home now and my posting should be much more regular until GenCon. Thanks for the bot and for bearing with me.


    1 person marked this as a favorite.

    Apologies, the last few days of travel were exhausting. I’m home now and posting should become much more consistent. There will be an update today once I finish grocery shopping.

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Struggling with Internet in the last leg of the journey. Positioned our ship, but no arrows this time.

    Piloting (evade, computer): 1d20 + 17 + 3 ⇒ (4) + 17 + 3 = 24


    1 person marked this as a favorite.

    You are granted another audience with the Most Elevated upon your return. The council is thankful that you repaired the generator, and they are surprised to learn the actions of their ancestors. However, as they are quite comfortable, they see no reason to change the way they currently live and posit that the husks probably feel the same way. They vow to uphold the tradition of keeping the Mainframe area taboo. When Klarima escorts you back to the force field to open an exit for them, she seems a bit distracted. “You have given me much to think about, new friends,” are her last words to you.

    Returning to the husk enclave, Alomir and Koseemo are understandably upset to hear that their religion is fictional. While the husks are not upset with the bearers of this bad news, they ask to be left alone to process the information. Dystane is the most visibly angry at the disclosure, and she and her hunters begin taking stock of their weapons.

    That's all! Hope you enjoyed!


    1 person marked this as a favorite.

    Just got back onto WiFi, sorry for the delay. GameDay isn't until August 26th and we've already finished the first two "encounters," so we are on track to finish before the downbeat even with my travel interferences.


    1 person marked this as a favorite.

    Soryr for the delay, busy weekend at a wedding. Just a reminder I'll be traveling these next two weeks; I'll post whenever I can, but it may be short and slow.

    @Kultha: The huchket will be on the Chronicle sheet, after which you'll be able to buy it and use it in future adventures. For now, you can use it for the rest of this scenario without cost, but it goes away after this game.

    "Wow! A collection of former adversaries! Truly remarkable. Our people once venerated a great god of conquest who would never stand for such allegiances, but since this city now provides all we need we have largely turned from the faith. Let us tell you of our own history!"

    Ghibrani history:
    Just over 300 years ago, the ghibranis engaged in a brief but deadly nuclear war between several of its now-forgotten nation states. Prior to their cataclysmic conflict, ghibranis paid their respects to what Izzip recognizes as an aspect of Damoritosh—a god of war most commonly worshipped by the vesk in modern times. This worship shaped the race into a strong coalition of militarized states, with religious servants of Damoritosh in key advisory positions. The war that destroyed most of the ghibrani race occurred only decades after the Gap, as the addled state of the world’s leaders in the Gap’s aftermath only exacerbating existing tensions.

    A small percentage of ghibranis survived the devastation. A powerful force field spared the metropolis of Arkeost the brunt of the nuclear war, but subsequent radiation carried by shifting wind currents wracked the city. Many died, but a sizable population endured. The ghibrani leaders knew the city didn’t have sufficient resources to support all the survivors, and they were torn about how to proceed. Fortuitously, the destruction spawned the reverence of a new deity: Mother Tuoloo, a goddess of forgiveness, redemption, and survival. Mother Tuoloo's acolytes spoke of the war as divine punishment for following a vengeful, hateful god, and for living a life of sin and excess. They promised salvation by embracing their planet's newly wrought wilderness and abandoning the comforts of civilization. The faith became prominent, leading to a sizeable contingent of ghibranis forging their way out into the wastelands. Meanwhile, the leaders of Arkeost and their closest family and friends remained behind.

    Over the following centuries, very little contact occurred between the ghibranis who chose to live in the wastes and those who stayed in Arkeost, though both remained acutely aware of each other’s presences. The passing years, as well as healthy doses of lingering radiation, caused a physical division to occur between the two factions. The ghibranis in the badlands lost the use of their wings and developed hardier exoskeletons; they became known as “husks.” Those who lived within the surviving city kept their wings, but became thinner and more fragile; they are known to the husks as “membranes.”

    Today, while the membranes have all but forgotten their true past, the husks continue to serve and revere Mother Touloo. They remain focused on survival in the harsh desert wastelands surrounding Arkeost, battling against vicious fauna, and view the membranes as keepers of the vast “metal graveyards” of the old city. Meanwhile, the membranes lead a relatively privileged lifestyle. Some of the ancient ghibrani technology persists, but their cultural inaction has resulted in it becoming archaic by Pact Worlds' standards.

    Eventually, a gentle chime rings out. “Dinner!” Klarima exclaims. “It feels like ages since I’ve had a proper meal.” The guards, who had been standing at attention near the door to this room, pull chairs up to the table and a handful of hovering drones enter from previously hidden hatches in the walls. The drones place ceramic plates and utensils in front of each person; the utensil each person receives is a flat piece of metal with a slight indent at one end—almost like a spoon. Each person is then given a serving of a thick, light tan liquid in which floats irregular chunks of protein. The food has a smoky, cheesy odor. As the ghibranis begin scooping up their meals, Klarima looks to you. "This is a traditional dinner of 'kahlgee,' my favorite dish!"

    The kahlgee looks extremely unappetizing. You may refuse it, attempt a DC 12 Fortitude save to choke it down, or a DC 16 Bluff or Sleight of Hand check to surreptitiously avoid eating it.


    1 person marked this as a favorite.

    Quite a bit of travel on the docket coming up: this weekend I'll be going to Michigan for a wedding, then on the 2nd I fly to Ireland for a two-week performance tour through the 15th. I'll have my computer and will do my darnedest to keep up with all my games, but if posting becomes brief, slows down, or stops during this timeline that's why. Sorry for the inconvenience!

    Wayfinders

    1 person marked this as a favorite.
    Male Rhyphorian Technomancer 6; SP 42/42, HP 34/34, RP 5/7, (FF 5/5); EAC 19+3, KAC 20+3, Mobility; F +4, R +6, W +7; Resist (acid 10), cold 5; Spd 30 ft.; Init +4; Perception +13, darkvision 60 ft., low-light vision; Spell Slots Used: 1x2, 2x1

    Quite a bit of travel on the docket coming up: this weekend I'll be going to Michigan for a wedding, then on the 2nd I fly to Ireland for a two-week performance tour through the 15th. I'll have my computer and will do my darnedest to keep up with all my games, but if posting becomes brief, slows down, or stops during this timeline that's why. Bot me if necessary. Sorry for the inconvenience!

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Quite a bit of travel on the docket coming up: this weekend I'll be going to Michigan for a wedding, then on the 2nd I fly to Ireland for a two-week performance tour through the 15th. I'll have my computer and will do my darnedest to keep up with all my games, but if posting becomes brief, slows down, or stops during this timeline that's why. Bot me if necessary. Sorry for the inconvenience!


    1 person marked this as a favorite.

    The translator filters Soryn's direct question into their language, and they reply, prompting another response from the machine in Common. "Mother Tuoloo is mother of all planet. She guides her children through the deserts and protects them from harm. We all love Mother Tuoloo, and she loves us, as she will love you."

    @Izzip: You have no memory from your mystical teachings of a god known as Mother Tuoloo.

    The translator evidently also picks up Kultha's speech, but struggles with her Vesk accent. The beetle people reply, translated by the device. "We do not have much by way of technology, not compared to you travelers, but we do not require much. Mother Tuoloo provides."

    The interior of the husks’ cave is spacious, with plenty of natural handholds leading up to other tunnels into the cliff. A large bonfire burns in the center of a cleared-out space, providing light but making the cave quite stuffy. As Dystane, Koseemo, and Alomir lead you inside, it seems as though the entire tribe is converging here. You see that many of the tribesfolk are carrying drums and assorted instruments made from stone, including flutes, string instruments strung with gut, and several percussion instruments. A few moments later, they begin playing a stately tune and the remaining locals face each other in a couple of straight lines. The husks proceed to start a formalized processional dance. Eventually, a row of husks approach you with clear welcoming gestures, opening a path for you to participate in the dance.

    Each of you may attempt an Acrobatics or appropriate Profession check to partake in the dance. Soryn's Culture check result (DC 15) grants a +2 bonus, since he picks up the basic steps and general shape by watching (a DC 20 Perception check can provide the same bonus).

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Done! Thanks!

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Gotcha. Slides updated and starship role info posted in Discussion.

    Id looks over the comm text, addressing Naiaj. So we're sweeping for hostiles and keeping the place safe during the opening ceremony? Sounds simple enough. What do we know about this Zafeldrin fellow? Or the area in the city where our lodge is setting up shop?

    Upon a closer look, Id's tooth barbs pinch in disgust. Frozen Trove wanted to show up?! They're bad news. Glad they got turned away, any way to follow up on their attempted involvement? Id played On the Trail of History.

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Thanks for the bump, all Id's pre-boon info should be up in the slides now. Id's starship modifiers are:

  • Captain (non-assists): Diplomacy +11
  • Engineer (with Elite Hireling Access ally boon): Engineering +12
  • Gunner: gunnery +11
  • Pilot: Piloting +17
  • Science Officer (with Elite Hireling Access ally boon): Computers +12

    Id's probably best equipped to be the Pilot or a gunner. I'll put him in as the Pilot for now, but if we get a better Piloting modifier they should take the Pilot's seat and Id will switch to a gunner.

    EDIT: I prefer mobility, typically, but we seem to be getting some strong subtext that firepower is preferred. I vote we take the Drake.


  • 1 person marked this as a favorite.

    Perception:

    Mega Gelub: 7 = 7
    Izzip: 1d20 + 9 ⇒ (15) + 9 = 24
    Kat: 1d20 + 7 ⇒ (7) + 7 = 14
    Kultha: 1d20 + 5 ⇒ (14) + 5 = 19
    Soryn: 24 = 24

    You land a few hundred feet from the nearest edge of the forcefield. As you disembark, you see the surrounding sand is dotted with humanoid-ish figures made from crosses of petrified wood and strips of corroded, scaly skin. Upon closer inspection, each object emits a foul odor like a cross between methane and ammonia. Mega and Kat get absorbed in examining these primitive effigies, but Izzip, Kultha, and Soryn all notice something emerging from behind a nearby sand bluff: an alien creature that looks like a muscular lion with a beige-colored manes and dark brown scales lining the lower half of its body. It has a stubby face, a big, fanged mouth, and a segmented tail that whips around as it lays eyes on you. Without even a second's pause, the beast lunges in your direction!

    Initiative:

    Mega Gelub: 1d20 + 7 ⇒ (12) + 7 = 19
    Izzip: 1d20 + 1 ⇒ (16) + 1 = 17
    Kat: 1d20 + 3 ⇒ (18) + 3 = 21
    Kultha: 1d20 + 1 ⇒ (6) + 1 = 7
    Soryn: 1d20 + 5 ⇒ (11) + 5 = 16
    Sand Brute: 1d20 + 1 ⇒ (9) + 1 = 10

    Surprise Round (single action only, bold may post)
    Izzip
    Soryn

    Sand Brute
    Kultha
    Round 1
    Kat
    Mega
    Izzip
    Soryn
    Sand Brute
    Kultha


    1 person marked this as a favorite.

    The Jadnura faction boon lets that individual PC replay scenarios, not your entire PC portfolio.

    Yeah, I expect a slowdown this weekend from Origins. No problem, we can take the weekend easy.

    There's no one way to write for Paizo. I got into it by doing well in their RPG Superstar contest (my brother, who is playing Izzip in this game, won their final season; he also has several scenarios [e.g. SFS #1-34 Heart of the Foe] and a module out through Paizo), and have been doing work for them ever since. Some get gigs via 3PP, others through open call or talking to developers at conventions.

    And yeah, that was another one where I was asked to whip up a doozy of a starship combat. I like writing starship combats that challenge players ^_^

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Id's antennae perk up in alarm. They want to destroy Ziggy's psychic bridge! Hurry, defend the statue and stop that monster! He rushes to interpose himself between the ooze and the Zigvigix statue, hastened by his glowing aeon stone. As he moves, he produces another thrust of violent psychic energy.

    Move to square, standard cast mind thrust III.

    Mental Damage (Will DC 20 half): 7d10 ⇒ (5, 8, 5, 5, 8, 10, 9) = 50

    Wayfinders

    1 person marked this as a favorite.
    Male Shirren Star-Shaman Mystic (ace pilot) 10; SP 90/90, HP 66/66, RP 12/12; EAC 26, KAC 27, CMD 35; F +8, R +8, W +14; Spd 40; Init +5; Perception +23 (+4 kit; blindsense 30)

    Seeing the oncoming tsunami of silver static, Id takes a deep breath. He vividly recalls his first mission for Ziggy, waiting in line to pick up his own copy of Star Sugar Heartlove!!!, as well as all the times he rocked out to the music alongside the Exo-Guardians leader. He acutely recalls Historia-7's affection for Ziggy, shielding them from the intrigue of unraveling a dangerous mass murder effort at that iconic concert so that they could enjoy the performance. He psychically projects his emotions and memories into the images of the two faction leaders. This is bigger than any corruption. We love you both, and you love each other. We'll get through this!

    Played both 1-01 and 1-14, hoping to use Id's mindlink mystic ability to share his memories and reinforce Historia-7's memory.

    Mysticism: 1d20 + 16 ⇒ (18) + 16 = 34


    1 person marked this as a favorite.

    Thanks, everyone! I'm one of the weirdos who actually enjoys starship combat, but it might be because I GM pretty often. I do agree that the roles that basically just provide bonuses can be a little dull (minus engineer, which is a pretty dynamic role) without active RP.

    I actually wrote 1-13, and my developer asked me to make that starship fight excruciatingly hard. @Mega, did you play at Aerondor's table? He played at my table when I first ran 1-13 and just barely squeaked out a win, which prompted him to bring up a lot of his starship combat experiences. He mentioned this fight as one of the toughest starship combats in Season 1 (which surprised me, because when I played it we rolled well and kind of steamrolled it, but now I'm seeing what he meant).


    1 person marked this as a favorite.

    Sorry for the delay, lots of travel yesterday.

    GM Screen:
    Attack (fore): 1d20 + 5 ⇒ (11) + 5 = 16
    Damage: 2d4 ⇒ (2, 3) = 5
    Attack: 1d20 + 5 ⇒ (13) + 5 = 18
    Attack: 1d20 + 5 ⇒ (18) + 5 = 23
    Attack: 1d20 + 5 ⇒ (15) + 5 = 20
    Attack: 1d20 + 5 ⇒ (17) + 5 = 22
    Total Damage (aft): 8d4 ⇒ (4, 1, 2, 4, 4, 1, 2, 2) = 20
    Critical Damage: 1d100 ⇒ 37 Weapons array Arc: 1d4 ⇒ 2

    Platform: 0/10/10/0+5/38 (launcher, sensors, and power core patched)

    Platform Init: 1d20 + 8 ⇒ (1) + 8 = 9
    Red Init:: 1d20 + 10 ⇒ (1) + 10 = 11
    Blue Init: 1d20 + 10 ⇒ (1) + 10 = 11
    Yellow Init: 1d20 + 10 ⇒ (19) + 10 = 29
    Orange Init: 1d20 + 10 ⇒ (10) + 10 = 20

    Engineering (boost shields): 1d20 + 8 ⇒ (10) + 8 = 18 +5 aft shields
    Piloting (evade): 1d20 + 8 ⇒ (5) + 8 = 13 Success
    Science (target weapons): 1d20 + 10 ⇒ (19) + 10 = 29 Success

    Mega's shot misses its mark, but Kat5e lands a solid hit on the platform's rear shields. Only a small amount of damage is visible on its rear arc, but the shields seem to have fallen for now. Your whole ship vibrates, however, as a massive flurry of laser fire peppers your ship, the first opportunistic shot not quite felling your forward shields, but the remaining blasts wiping out your aft shields and scarring your hull. Your port weapons interfaces suddenly start fritzing as the platform banks to the right and the drones close in behind you!

    Soryn Initiative: 1d20 + 10 ⇒ (4) + 10 = 14

    Round 6 (bold may post)
    Pegasus: 1/10/10/0/39 (port firing arc glitching)
    Platform: ?/10/10/?/?

    Engineering
    Helm (enemies have moved; Orange and Yellow will move after Pilot)
    Gunnery (after Pilot)


    1 person marked this as a favorite.

    Is there any appetite for playing 1-29 The Honorbound Emissaries (Tier 7-10)? It's increasingly looking like my plan to program it in my IRL community before GenCon isn't going to happen, and I really want it under my GM belt before then. I might have a couple other high-tier games I want to GM crop up between now and GenCon, but this one I know I want to tackle.

    I will have a 12-day hiatus for a tour overseas in early July, but outside of that I run a pretty fast game.


    1 person marked this as a favorite.
    Kultha Cleft-Tail wrote:

    Round 3 - ENGINEERING

    As the Pegasus's damage alerts flash up on the HUD, Kultha hisses in anger and works to reconfigure the vessel's power couplings;

    "Forvard shields reduced to 50%. Attempting to regenerate."

    DC13 Engineering (DC10+Tier x1.5): 1d20+10

    She claps the conduits warmly as power is routed from weapons to shield arrays.

    "Kaptain Izzup. Forvard shields restored to 70%. All other arrays funktioning at 100%."

    [Restore up to 7 Shield points, distributed equally among all 4 quadrants]. Forward shields should now be 7/10.

    I believe in an errata they let you put Shield Points restored with Engineering in whatever quadrant you want, so your successful check should fully restore your forward shields.

    @Soryn: Yes, those are fine.

    GM Screen:
    Attack: 1d20 + 5 ⇒ (9) + 5 = 14
    Attack: 1d20 + 5 ⇒ (15) + 5 = 20
    Damage: 2d4 ⇒ (4, 4) = 8

    The platform flies dangerously close (one gunner may make a free attack) and launches another drone, while the two presently active press their attacks. One misses thanks to Soryn's evasive flying, the other lands a solid hit into the recently regenerated shields.

    Gunners (1 bonus attack)

    Pegasus (2/10/10/10/55)
    Platform (0/10/10/10/?)


    1 person marked this as a favorite.

    Surprise! Chronicles are HERE! Let me know if you see any booboos and I'll fix them on Tuesday. Otherwise, I'll take everything down in a week or when I get the nod from everybody, whichever comes first. Enjoy your long weekend!


    3 people marked this as a favorite.

    GM Screen:
    AoO vs Bat Elf KAC: 1d20 + 11 ⇒ (20) + 11 = 31
    Crit Damage (S + E): 2d8 + 18 ⇒ (6, 2) + 18 = 26
    AoO vs. Clastorg KAC: 1d20 + 11 ⇒ (2) + 11 = 13
    Damage (S + E): 1d8 + 9 ⇒ (3) + 9 = 12
    black 52

    Jim AoO (flank): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 Concealment (>20 hit): 1d100 ⇒ 21
    Damage (S): 3d6 + 10 ⇒ (4, 4, 1) + 10 = 19
    Clastorg AoO: 1d20 + 8 ⇒ (1) + 8 = 9 Concealment (>20 hit): 1d100 ⇒ 25
    Ivok AoO (flank): 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 Concealment (>20 hit): 1d100 ⇒ 12

    Bat Elf's shot is partially disrupted by a devastating slash from the demon's claw that nearly knocks her out of the sky, but she and Zeyram collectively lay the demon low, their attacks disintegrating it into an explosion of dark cloudstuff. HeeNee redirects her attack to the second demon, which is struck ineffectively by Clastorg's knife. The demon begins conjuring a new magical effect, but it never gets a chance to manifest: Big Jim buries his axe into its shifting form and dissolves it too!

    Combat over!

    A mob of jinsuls begins its approach toward the altar, but with the demons' death the skies open, and the blinding floodlights of Jadnura's gunboat descend from above. You quickly usher the Starfinders to safety, grabbing some sacrificial treasures on the way. The First Seeker loops back around to get Jim's truck, and with that you leave the jinsuls' forsaken planet in the rearview mirror!

    With the Starfinders successfully evacuated, you relay what you've learned about the jinsuls to the joint First Seekers. Luwazi and Jadnura document everything you tell them about the jinsuls, the Tear they received from the Scoured Stars, and the “deathless leaders” who broke it open to steal the divine energies inside. The First Seekers take particular interest in your reports about Kadrical’s herald, Dhurus, who Jadnura realizes was responsible for organizing the jinsul military and whipping the jinsuls into their fervor over returning to the Scoured Stars. The Starfinder Society inadvertently opened the route for the jinsuls to reclaim their lost world, and now Luwazi fears that Dhurus is planning to forcibly relocate the other Scoured Stars natives back to their ancestral homelands...

    That's it folks! I'll have Chronicles up after the long weekend. Happy Memorial Day!


    1 person marked this as a favorite.

    Apologies for the delay, lots of various tech issues I have to deal with today. Looks like everyone's ready to go; I'll post an update tomorrow.


    3 people marked this as a favorite.

    Alright, with DoubleGold and my brother, we have five. I’ll get the game set up soon and post a link here.


    2 people marked this as a favorite.
    Anxa wrote:
    GM Hmm wrote:
    Fair?

    Fair.

    In the meantime, any other GM's up for a low-tier run? I think there were about 4ish of us looking? I've got 3-4 weeks to kill...

    I might be down to run another low-tier table, I just wrapped up 1-07 and am still trying to knock out some early scenarios I missed on the first go-around. Would y'all be up for 1-02 Fugitive on the Red Planet, or (my preferred choice) 1-03 Yesteryear's Truth?


    1 person marked this as a favorite.

    Ekkerah responds to Ivok first. “Dhurus was Herald of Kadrical. When Kadrical’s Tear failed to tempt jinsuls back to Otorak, Dhurus clawed way out of Scoured Stars to found those who ran from Kadrical’s grip. Saw deathless leaders drank divine energies from the Tear, called it blasphemy, rallied jinsuls against the true leaders to chased empty glory of our ancestral home. Joke was on Dhurus, though; Ekkerah learned Dhurus’ attempts to communed with Kadrical failed over and over. Dhurus now thought more worshippers needed to restore Kadrical’s power. He hoped to found disciples among other peoples who fled the Scoured Stars.”

    Jim thinks he might be able to use the signal booster to supercharge the truck's comm unit. Ekkerah doesn't seem to stop him poking around.

    Ekkerah turns, somewhat in shock, to Bat Elf as she speaks in Jinsul. "Κρατήστε την ιερή γλώσσα μας από το πανούργιο στόμα σας. Η φτερωτή γλώσσα που φλερτάρει μόνο τις λέξεις."

    Jinsul:
    "Keep our sacred language out of your heathenous mouth. Your wimpy tongue flapping only bastardizes the words." You do detect a hint of grudging respect in his tone.

    Immediately following that, Jim's investigating the signal booster seems to have resonated with his comm unit. Jadnura's voice suddenly bursts through. “We’ve got a live one! Apologies for going dark— some kind of supernatural signal blocker from the storm kept disrupting our transmissions. It took us hours to modify our frequencies so we could reach you. Unfortunately, it looks like you were the only ones to get out of that hornet’s nest; one of the other teams aborted the mission and returned to the ship, but the jinsuls overwhelmed our third team. Our scans indicate that the Starfinders are alive, but they’ve been collected in a central location and stripped of their gear. I don’t know what the jinsuls are planning to do to them, but I won’t wait to find out. I’ve modified the gunboat so it can weather the storm, and I’m flying down for an emergency evac at dawn. I need you there on the ground if we’re going to have any chance of getting everyone home in one piece.”

    Ekkerah snorts in response. "Jinsul will offered captured idiot Pact Worlds vermin to spirit for sacrifice. Blood spilled at dawn." He pauses. "You vermin first chance at Ekkerah's vengeance. You may slept here."

    You might be able to squeeze some more help and/or intel from Ekkerah with Bluff, Diplomacy, and/or Intimidate. One shot at each, though you may aid one another. You all can get a full night's sleep in his bunker.

    Acquisitives

    1 person marked this as a favorite.
    Male Human Envoy (outlaw) 7; SP 49/49, HP 46/46, RP 9/9; EAC 20, KAC 22, CMD 30; F +5, R +9, W +5; Spd 30 ft.; Init +4; Perception +10, darkvision 60 ft.

    Speed Up (trick, mud): 1d20 + 13 - 2 - 4 ⇒ (1) + 13 - 2 - 4 = 8

    JFC *facepalm* how did Kitkul and I offend the dicebot?

    Reynold tries to kick his buggy into high gear, but the engine stalls and gets the vehicle stuck in the mud.

    1 to 50 of 164 << first < prev | 1 | 2 | 3 | 4 | next > last >>