I have a few planets in this title. They include locations, native species and other creatures, and adventure hooks. Star RPG Starships and Planets I will probably be writing up 30 more worlds eventually.
I have recently released Star RPG Alien Races 2 on Star RPG Alien Races 2 for the Starfinder RPG. This includes 10 additional races for the Starfinder RPG. This title includes the Mirrorites, crystalline infiltrators that can appear as the viewer’s race, the Mark of Singularity, technological constructs given sentience from a long-dead artificial Goddess, the Chromals, coloration altering jellyfish, and 7 other strange alien races. Star RPG Alien Races 2 also includes equipment and optional traits for these alien races.
I have recently published Star RPG Alien Races I. This is a collection of 10 alien races for use in Star RPG games as player characters and non-player characters. Alien Races I includes the fierce and oppressive Kentaurax, the sonic-wielding Du’Bari, the outer god-touched Halzithothans and seven other strange alien races. Also included are some of their unique equipment and optional traits to further customize these species.
I have released a bundle for my Starfinder Bestiaries. Purchase this bundle and get more creatures as a bonus!
Currently working on some weird races in Star RPG Alien Races to add more customizability to the setting.
Whoops. Accidentally posted twice. So to make it somewhat useful: I have recently published a third-party title compatible for Starfinder. Star RPG Starships and Planets. 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
Hey all, I have recently published Star RPG Bestiary 3 for Starting Adventurers.
Bestiary 3 has 35 creatures, 4 factions, with backgrounds, goals and adventure hooks. It also has extra assorted creatures. Included in this bestiary: -Seeds of the Final Synthesis, a green organic species of newly sentient plant-folk that want to improve their technological knowledge -Purity of Flesh, an extremist group that hates all synthetic life -Lesser Devils of Karnast, devils summoned via hyperspace portals to terrorize and enslave a populace -Bloodclaw, orcs, goblins and other creatures that raid spaceships and space colonies in crude starships -Assorted creatures such as the Nai’Thule Scythebow and the Fawar Academician. Some of the samples of my titles are available in the Reddit Starfinder RPG thread.
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
http://www.drivethrurpg.com/product/221148/Star-RPG-Starships-and-Planets
One thing it mentions on d20psfrd, is the idea of clans. Kasatha belong to clans, go off on adventures when they are young, and are expected to return to their clans and help kasathan society and be adults. Renegades leave for adventuring permanently and forsake their people. So, this tradition of temporarily leaving then returning to help Idara, could be useful in making a Kasathan character or seeing their society. Not 100% sure if that's canon, but it seems like it.
I will be publishing small bestiaries and other custom options via Patreon shortly and wondering what else others might want as third party content. I am guessing classes aren't that important right now, but things like planets, settlements, starships, might be something interesting to add. In short, what custom content do people want to help them run their Starfinder campaigns?
I'm sorry to say but our time together has come to an end. Due to my current circumstances, life, family and work, I feel that I cannot properly devote my time to roleplaying and must instead focus on more "important" things. I wish that I could finish this module with all of you, including all my groups, but I don't think its fair to you all that I keep taking too much time to post. I will remember all the great times we've had together, all the silliness and ridiculous rolls, From Argug and Chakos talking about sandwiches while Liz and Astra tinkered with gadgets, to Kraig's voluntary surrender to a robot's net, to Yvell's creation of a grapple arm and chainsaw elven curved blade, there were many times where you showed original and interesting roleplay. Perhaps we will meet again someday, but for now I must say farewell. I know there hasn't been many posts here, so this is an official closure. Thanks to everyone for playing. GM Demonmoose
I'm sorry to say but our time together has come to an end. Due to my current circumstances, life, family and work, I feel that I cannot properly devote my time to roleplaying and must instead focus on more "important" things. I wish that I could finish this module with all of you, including all my groups, but I don't think its fair to you all that I keep taking too much time to post. I will remember all the great times we've had together, all the silliness and ridiculous rolls, From Argug and Chakos talking about sandwiches while Liz and Astra tinkered with gadgets, to Kraig's voluntary surrender to a robot's net, to Yvell's creation of a grapple arm and chainsaw elven curved blade, there were many times where you showed original and interesting roleplay. Perhaps we will meet again someday, but for now I must say farewell. Thanks to everyone for playing. GM Demonmoose
I'm sorry to say but our time together has come to an end. Due to my current circumstances, life, family and work, I feel that I cannot properly devote my time to roleplaying and must instead focus on more "important" things. I wish that I could finish this module with all of you, including all my groups, but I don't think its fair to you all that I keep taking too much time to post. I will remember all the great times we've had together, all the silliness and ridiculous rolls, From Argug and Chakos talking about sandwiches while Liz and Astra tinkered with gadgets, to Kraig's voluntary surrender to a robot's net, to Yvell's creation of a grapple arm and chainsaw elven curved blade, there were many times where you showed original and interesting roleplay. Perhaps we will meet again someday, but for now I must say farewell. Thanks to everyone for playing. ~GM Demonmoose
I'm sorry to say but our time together has come to an end. Due to my current circumstances, life, family and work, I feel that I cannot properly devote my time to roleplaying and must instead focus on more "important" things. I wish that I could finish this module with all of you, including all my groups, but I don't think its fair to you all that I keep taking too much time to post. I will remember all the great times we've had together, all the silliness and ridiculous rolls, From Argug and Chakos talking about sandwiches while Liz and Astra tinkered with gadgets, to Kraig's voluntary surrender to a robot's net, to Yvell's creation of a grapple arm and chainsaw elven curved blade, there were many times where you showed original and interesting roleplay. Perhaps we will meet again someday, but for now I must say farewell. Thanks to everyone for playing. GM Demonmoose
Iophiel slashes through the ghost again, then misses with her second slash. As she misses, Tessara fires an arrow at each of the ghosts, slaying the first (by Iophiel) and nicking the other. Bright energy flows from Orgar's svago claid damaging the last ghost. 9 blue ghost,
Astra reads some pages of the journal. She reads about Furkas Xoud's life in Caliphas, his parents' and his worship of Xyphus, his joining the Technic League and wishing to mix magic and technology. There are still tons of pages to peruse. Moving down to the bedroom, Chakos opens the left door and finds a stairway that seems to go down forever. The right door leads to: This room contains a large desk and bookshelves. Metal hatches lead to the east and west. A thick glass window is set into the hatch to the east. Several strange black hoses lead from the door to a large machine against the northeast wall.
The ghosts begin to send sharp bits of their body flying towards the nearest adventurers, but only Nyssa is pierced by the metal shards. Shoot Nyssa: 1d20 + 5 ⇒ (13) + 5 = 183d4 ⇒ (4, 2, 3) = 9
You may make opportunity attacks against them if you are close.
The ghosts begin to send sharp bits of their body flying towards the nearest adventurers. Shoot Nyssa: 1d20 + 5 ⇒ (20) + 5 = 253d4 ⇒ (2, 3, 1) = 6
You may make opportunity attacks against them if you are close.
Orgar slashes through the ethereal creature, but it refuses to go down. Tessara aims down the lane and shoots the ghost with a pair of arrows. It shrieks. Iophiel misses the ghost, slamming her greatsword into the ground. It cleaves through the stone. Nyssa strikes the ghost directly but misses with her second slash. Much of the ghost's metal pieces clatter to the ground. Passing Alexis, she may post whenever.
Searching through the notes Yvell sees a paper that seems out of place. "...like clouds themselves, yet moving with a strange focused purpose I have not observed in baser swarms. If I could capture one of the worms that walk and determine how the transference of mind from one body to thousands is achieved perhaps one could od the same with a transference of mind from one body to millions. If I can secure control of bionanites as a host body in the same way my crawling guest controls the worms of his body, perhaps I can..."
Searching through the room you find: Loot:
Laboratory components scattered around the room = 1500 gp
120 silverdisks
-a strange short rod of horacalcum (2 ft cylinder of metal) Astra is drawn to the shelves filled with laboratory notes and research. She finds books with information about mechanical creatures, swarms, smoke, air elementals, and journals detailing Furkas Xoud's past and experiments.
Liz and Astra blast the remaining wizard robot with electricity from their tools, while Syvlara sends three successful arrows into the creatures bronze mask. It shudders violently, raising its four hands upward. Energy is released from its appendages which fizzles as it touches the ceiling. Battle is over.
Passing Astra. The remaining robot forms a stinking cloud with its glowing orange hands and sends them at the clump of Liz, Astra and Syvlara. Liz, Astra and Syvlara take the following damage. You may make a Fort DC 8 save to ignore the nausea. Elec/Force Damage: 1d6 + 1d6 ⇒ (1) + (2) = 3 Everyone's turn.
Reflex DC 18: 1d20 + 14 ⇒ (13) + 14 = 27 Liz moves to the side and blasts the other robot apprentice with electricity. It shifts its body to the side, avoiding much of the damage. With raging blows, Ibuki slices apart the metal creatures chest from its lower half. Its core stops its orange glow. Syvlara turns to the other robot and quickly propels several arrows at the remaining apprentice, stabbing it in its core and bronze mask. Astra's turn. 75 red robot.
Several wooden barrels the size of a human stand upright against the north and east walls of this semi-triangular laboratory. Each barrel is capped with a wooden lid, its rim crusted with dried blood. A desk near one wall has notes scattered atop it, and strange, almost humanoid-shaped bloodstains adorn the floor in several spots.
The resist energy should last another 30 min or so. The tiny bits of metal pieces begin to swirl together forming a tiny spectral figure with a skull like face. It moves towards the party with sharp metal claws. Initiative:
Alexis's Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Enemy Initiative: 1d20 + 7 ⇒ (6) + 7 = 13 Sorted Initiative:
1. Nyssa, Tessara, Valt, Orgar 2. Enemy 3. Everyone Nyssa, Tessara, Valt and Orgar's turn.
Ibuki (who has transformed) strikes the robot but only glances its armor. 97 blue robot, 0 red robot. The (red) robot apprentice sends another spray of electrified glittering dust at Astra, Liz and Syvlara. Missing one of its hands, the robot ignores the charging Ibuki and strikes instead at Chakos again. I'm assuming you pass the glittering dust. Astra, Liz and Syvlara take the electric/force damage. Electric Damage: 1d6 ⇒ 2
Slam Attack: 1d20 + 18 ⇒ (12) + 18 = 30
Everyone's turn.
Reflex DC 14: 1d20 + 14 ⇒ (9) + 14 = 23 Liz, Astra and Syvlara continue their assault against one of the robot apprentices. It loses one of its arms and has another pair of arrows in its side. Electricity begins to course along its legs and its hexagonal core. 95 blue robot apprentice, 0 red robot apprentice
The (blue) robotic apprentice's hands stop glowing and it spins to face Chakos. It strikes out at him with its four hands. The other robot sends glittering dust at Astra, Syvlara and Liz, also infused with electricity. Slam: 1d20 + 18 ⇒ (8) + 18 = 261d6 + 3 ⇒ (2) + 3 = 5
Astra, Syvlara and Liz can make a Will DC 7 to avoid the blinding. The three of you take the electricity and force damage regardless. Electricity: 1d6 ⇒ 1
Everyone's turn.
Reflex, DC 14: 1d20 + 14 ⇒ (7) + 14 = 21 With enhanced speed, the robot wizard dodges out of the brunt of Liz's electricity. A pair of arrows stab into the same robot's chest, barely penetrating its thick metal hide. It dodges the rest of the arrows and the pulse fired by Astra's weapon. 51 blue robot apprentice, 0 red robot apprentice Passing Ibuki. Enemy turn.
Yvell and Muga's improvised attacks deal some damage to the swarms, causing more of the fine sand to fall to the ground. The swarms are further blasted apart by Grammanar's blunderbluss. 55 swarm red, 45 swarm blue. Assuming no other attacks... The swarms fly towards the heroes again, tearing through flesh and armor with their nearly infinite particles. Swarm attack v Yvell: 1d20 + 14 ⇒ (15) + 14 = 293d6 ⇒ (4, 1, 1) = 6
Everyone's turn. Probably last turn.
Channeling magic infused with blue and white energy the two mage robots cast electrified webs at the party. Make a Reflex DC 7 to dodge the web, otherwise you are grappled. Regardless take the following damage. :P Electric damage: 1d6 + 1d6 ⇒ (3) + (1) = 4
Everyone's turn.
Nothing else special in the room. Moving up: This large chamber has a tall, conical roof. A tangled mass of whistling pipes run from the floor of the room through the ceiling. Colored smoke issuing from this central core of pipes pervades the room, giving the place a hazy sheen. Tables throughout are covered with bubbling cauldrons, smoking alembics, and delicate mechanical contraptions. Three large tanks filled with colored fog stand on the north side of the room. Elsewhere, large metal bookshelves are crammed with books and papers. A pair of four armed robots suddenly boot up against the far northern wall, their hands glowing with magic. Initiative:
Astra's Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Enemy Initiative: 1d20 + 9 ⇒ (20) + 9 = 29 Sorted Initiative:
1. Enemies 2. Everyone Enemy turn.
The blood appears to be regular human blood. Astra and Liz know a lot about worms that walk like how they are made up of tons of worms or other insects, used to be evil spellcasting creatures, have fast healing, damage reduction and are immune to disease, poison, paralysis, etc. Usually made up of dead spellcasters whose decomposing magic bodies affect the worms that eat them up.
Muga's table distracts one of the swarms. Phylla's weak throw manages to land the battery near both the swarms explodes with electricity as Yvell's blade cuts through it. The scintillating metal sand seems to stall in place. 28 swarm red, 15 swarm blue. Bionanite swarms are stunned this turn. Everyone's turn.
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