Vrock

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I have recently published a third-party title compatible for Starfinder.

Included in this document:

24 Starships of CR ½ to CR 5

Six Planets with descriptions, lifeforms, dangers and adventure hooks:

-Tarsyx-8, a desert world that used to have a bustling resort metropolis
-Sorull, a swamp world with all manner of tentacle beasts and the cult of Halzithoth
-Ashileth, a tundra moon, home to the Du’bari sound aliens and a floating Ascendancy stronghold
-Heteos, a ringed planet similar to Earth where the Skull Beasts roam
-Karnast, a crater-filled wasteland world where devils and other extraplanar creatures are pulled from other planes
-Verdain, a lush green world, home to the Seeds of the First Synthesis, plant aliens learning how to manipulate technology

http://www.drivethrurpg.com/product/221148/Star-RPG-Starships-and-Planets


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Yvell doesn't see anything else in the farm besides the rock covering the well.


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Phylla says in your mind,

"I am not a gender. Phylla is beyond such concepts. There is no need for disguises, Ibuki-Servant. I can project images in your lowly humanoid minds and can appear as anything I wish. However, you may try, if you think your abilities are better than mine." You can feel a tinge of sarcasm in your minds carried along through the telepathic link.

---

Auehda:

The purple bonfire rumbles slightly as it speaks only to you. "I BURN. I EXIST. I THANK YOU, BURNT ONE. THE FIRE RAGES. ALWAYS HUNGRY."

---

In the morning you get ready to make the trip to Scrapwall. Ibuki casts Communal Mount and summons several horses with saddles and bridles, and you set off north and east until you reach the First Blade's Path. Seeing no way to cross north along the massive line cut into the earth that goes east to west, you head straight east until you reach the Sellen River.

Along the Sellen River you see a small stone fort. On the northern side of its walls is a portcullis. Smoke rises from two of its buildings covering parts of the afternoon sun.


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Valtyra (Aasimar woman) is not Khonnir's adopted daughter. Val Baine (Kellid girl) is the daughter. Valtyra's brother is some business acquaintance of Khonnir, I believe.


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Quote:

Stuff we need responses from GM Demonmoose on:

Magical luminescent light hammer with symbol of Brigh: Spellcraft 26 to ID
Inferno pistol: Spellcraft 31
Magical chain shirt: Spellcraft 28
Timeworn angular green gun (5 charges left): What are its statistics? Knowledge (engineering) 31/21* to ID and determine how it's broken (glitched or limited charges?).
Timeworn proximity helmet: Knowledge (engineering) 31/21 to ID glitches or limited charges.
Timeworn neural inhibitor (6 charges): Same as helmet
Timeworn autograpnel: Same as helmet
Timeworn emergency beacon: Same as helmet
Timeworn panic suit: Same as helmet

-Hammer is a +1 Light Hammer.

-Inferno Pistol is +1 Inferno Pistol (3 charges, 5000 gp).
-Chain Shirt is +1 Chain Shirt
-green gun is a Timeworn Stun Gun (5 charges).
-Timeworn Proximity Helmet (10 charges, 2000 gp tw )
-Timeworn Neural Inhibitor (4 charges, 1200 gp tw )
-Timeworn Autograpnel (10 charges)
-Timeworn Emergency Beacon (1 charge)
-Timeworn Panic Suit (5 charges)

So, Timeworn gear is non-rechargeable so once you use its charges it cannot be renewed with a battery or other item. It glitches when:

Glitches:

-When an item is first used after a month or more of inactivity.
-Anytime a single-use consumable is used.
-When using an item in a way that would drain its last charge.
-When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

I will roll the glitch when you actually use an item. Glitches are not all negative. There are some positive glitches. Timeworn items with charges are worth 50% of the cost, no charges are worth 1%. So unless you plan on using it, you should probably sell it.

The autograpnel is a firearm about the size of a rifle (so two handed). Let's say 500 gp to attach it to armor. You would take the penalties for using it one handed and without the proficiency, but you can do it.


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Townsfolk look at you because you are heroes, but don't really stop you from moving around with a large bag of vines or an unconscious android woman. They hope you are good people, and with the recent relighting of the torch, they cheer as you move through town.

Sanvil's longsword is a masterwork longsword, not magical at all. Costs 300 and change. Sanvil's pin is worth 100 gp.


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Forgot to mention. I'm removing the fate point system as I don't want to keep track of that. You may readjust your HPs to take your rolls or 1/2 +1 HP whichever is higher, remove your fate points (though luck will still happen sometimes).

So either take your HP as it is, or see if 1/2 + 1 for the three levels is a better alternative.


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Before reaching the Foundry Tavern, you leave Meyanda at the Junkyard with the Junkmaster. She is bound and gagged, and the bleachling gnome keeps a constant guard over her as he sorts through assorted junk.

In the afternoon, your party reaches Khonnir Baine's house. Val Baine has set up a small feast for you to eat, including salad with wild greens and assorted vegetables with multiple colored peppers, a meatloaf stuffed with boiled eggs, olives and sausages, a few different kinds of ale, mead, beer and lagers, along with wine and water.

Khonnir is sitting up as you arrive. He still looks sick, but is slowly recovering. He greets you, though he only knows two of you well.

"Bran and Ibuki. I never thought that you would work together. And you found some adventurers to help save the town. Thank you. Please take my items that you may have found in the complex. I won't be doing any more adventuring soon."

Bran gives Khonnir a hug, until the wizard grunts.

"Now that Torch is saved," Bran says, "It's gonna need someone to help it recover until Khonnir is better. This is where we part ways, my companions. Let's spend the time celebrating our victory tonight."

Bran leaves the party.

Sometime during the party, you open the white bin and find:

Inside is a timeworn autograpnel, a timeworn panic suit, a timeworn emergency beacon, two batteries, and 24 silverdisks.


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Val strikes Ratfolk D, crushing a small bone in its arm.
Auehda's fire bolt flies past the ratfolk and strikes into the door.
They move behind the pair of ratfolk(sharing the same space) and flank with Bran.
Bran slams his shield into the ratfolk, targeting the wounded one first. His shield quickly knocks it to the ground.
Ibuki's lightning strikes into the wall just above the ratfolk's head.

The ratfolk in the room with Yvell, Valtyra and targeted by Ibuki starts to run down the hallway to the East. It withdraws and moves away into a doorway, which closes behind it. The other ratfolk surrounded by Bran and Auehda, seeing it has no chance of escape, stabs at Auehda. Its blade stabs into Auehda's forearm drawing a line of blood. The ratfolk sneers.

Stab Auehda: 1d20 + 1 ⇒ (18) + 1 = 191d4 ⇒ 4

3 damage to Ratfolk D. Ratfolk A is dead. There are two ratfolk left. Everyone's turn.


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Melee bite +7 (1d6+2), 2 tendrils +8 (1d4+2 plus pull) Flurry of Tendrils +8/+8 (1d6+3/1d6+3) Init 4, DV, LL, Per 12, AC 20, T 15, FF 20, 42, FH 2, F9, R1, W8, Resist Cold 5, Speed 30

Phylla shambles into the room, into the mists, her mouth is covered in blood and her tentacles are dripping with ichor. She makes a tiny trail of blood along the floor.

"Yes, my servants. More red food. Milk it from their bodies." She whispers excitedly in your mind.


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Maybe when you reach a city you will be able to buy specific-charge wands. Since Torch is a large town you are limited to what they have available, though there are multiple stores scattered around.

Also, Auehda's strength damage is gone.