Orb

GM Sasha's page

1,322 posts. Alias of Saashaa.


RSS

1 to 50 of 1,322 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1-02 maps | ◆◇↺ |

Discussion Thread


Ive got three players. I'm capping it at four.


1-02 maps | ◆◇↺ |

Risiria, like Khass, can now understand the multitude of telepathic conversations that are emerging as the creatures recover.


1-02 maps | ◆◇↺ |

The creature tells you that their name is Uloa. As their mind recovers over the course of several minutes, they recount to you much of what you read on the wall. Uloa also adds that when they activated the World Mirror, the combined anxiety and fear felt by their whole group caused a reaction that altered how the Mirror was supposed to work. Uloa also expresses immense gratitude and, if you are willing to stay as they recover, they would like to put together a celebration for you tomorrow.


1-02 maps | ◆◇↺ |

Khass is unable to get any coherent telepathy from the little creatures, though it is clear that they are similarly telepathic. They do get a response when utilizing the band.

Who are you? What has happened?


1-02 maps | ◆◇↺ |

The shots from the Starfinders collide with the manifestation as it lunges at Risiria again, causing it to begin to dissipate. The swirling vortex lingers even as the strange creature crumbles and fades away. Its howling grows louder until, with a rush, it flies out through the mouth of the cavern in a roaring stream. Fragments arc from it like solar flares, each diving straight for one of the fluffy native creatures staring up in awe. The energy slams into the creatures’ bodies and knocks them to the floor.

It’s all over in a second. The creatures pick themselves up and peer around, their eyes focusing with a new awareness. They look confused at first. Then, they begin to weep, cheer, laugh, dance, rush into each other’s arms, and babble in what is unmistakably a language.


1-02 maps | ◆◇↺ |

Zan looses two firey blast from their solar flare.

Solar Flare shot: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Solar Flare: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
damage: 1d6 + 3 ⇒ (1) + 3 = 4

After taking the shots, Zan crouches down, attempting to ◆Take Cover.

The manifestation lunges at Risiria, its claw and mouth appearing to swap places.
Bite: 1d20 + 10 ⇒ (8) + 10 = 18
noms: 1d8 + 4 ⇒ (1) + 4 = 5

It tries to latch on to Risiria, unsuccessfully.
Athletics: 1d20 + 10 ⇒ (1) + 10 = 11

COMBAT!!
ROUND 3
FIGHT!

TURN ORDER
bold is up

Zan, Power, Risiria, AX, Khass
It


1-02 maps | ◆◇↺ |

I will give Zan until tomorrow before taking their turn for them.


1-02 maps | ◆◇↺ |

1) This is a unique creature that seems to be a psychic manifestation of fear.
2) Generically, such manifestations come into being with a large amount of psychic input.
3) As it is a manifestation of fear, it likely does not have any understanding of other emotions. As such, it would likely have a lower defense against effects that interact with other emotions.


1-02 maps | ◆◇↺ |

Will save success, so 5 mental damage
Also success on Occultism check what would you like to know?
Alsoalso Khass's attack hit, as did Risiri's


1-02 maps | ◆◇↺ |

Important note about lead by example, notice that who can benefit does not have a range.

Thank you Khass for providingthe text, and Risiria.


1-02 maps | ◆◇↺ |

Risiria will save: 1d20 + 9 ⇒ (4) + 9 = 13

That is a fail, so 10 damage to Risiria.


1-02 maps | ◆◇↺ |

The Starfinder begin firing shots at the shadowy monstrocity. AX-10's is the only shot that sinks into the shadowy body.

The shadowy creature charges toward Risiria and AX-10 and screams.
AX-10 and Risiria need to make a basic Will save
3d6 ⇒ (4, 2, 4) = 10 mental damage

COMBAT!!
ROUND 2
FIGHT!

TURN ORDER
bold is up

Zan, Power, Risiria, AX, Khass
It


1-02 maps | ◆◇↺ |

As a friendly reminder, this is a pretty sizable map. Don't forget distances.


1-02 maps | ◆◇↺ |

the shot is a miss


1-02 maps | ◆◇↺ |

A dark gash cuts its way up the center of the slab. It opens slowly, until massive black claws emerge from the beyond, seizing the portal’s edges and ripping it open. The gash fills the mirror’s frame, releasing swirling green energy that surges upward, instantly flooding the cavern roof. The writhing energy screams and wails a collective howl of confusion and fear as a shadowy creature, the echo of an ancient predator molded from space itself, emerges from the depths of the mirror and roars.

At the same time, the ground shakes and small pieces of rock and crystal levitate. Khass, AX-10, and Zan feel the pressure on gravity lessen. Also, a swirling green energy emerges from the slab, roiling through the air with a wail of confusion and fear.

Within the yellow circle, it is low gravity. Within the purple circle a will save vs fear

Init:
AX-10: 1d20 + 3 ⇒ (10) + 3 = 13
Khass: 1d20 + 4 ⇒ (7) + 4 = 11
Power-3: 1d20 + 4 ⇒ (15) + 4 = 19
Risiria: 1d20 + 7 ⇒ (7) + 7 = 14
Zan: 1d20 + 7 ⇒ (20) + 7 = 27

It: 1d20 + 4 ⇒ (5) + 4 = 9

COMBAT!!
ROUND 1
FIGHT!

TURN ORDER
bold is up

Zan, Power, Risiria, AX, Khass
It


1-02 maps | ◆◇↺ |

Hey all, I wasn't in a great headspace today. I'll post tomorrow.


1-02 maps | ◆◇↺ |

Alright, in ~24 hours, I will move forward and your current position will be your set position as we move forward.


1-02 maps | ◆◇↺ |

It would not. Also your telepathy has a range of 30ft. If you had a band on, you could maintain telepathic communicationwith anyone else with a band a much larger distance.


1-02 maps | ◆◇↺ |

Risiria, I have placed you on the slab, as that seems to be your intent.

Khass is at the wall directing/translating.

Who is going to be on controls?

Where are the other two going to be?


1 person marked this as a favorite.

I am particularly passionate about this series and would be willing to GM.


1-02 maps | ◆◇↺ |

Alright folks, there are three positions:
Reading directions
On the platform focusing on the slab
At the controls

Who is doing what? And, where are the others?


1-02 maps | ◆◇↺ |

Three only thing Khass receives back is a feeling of confusion and curiosity.


1-02 maps | ◆◇↺ |

If you are going to activate it, I will need to know who is where and tokens placed accordingly.

Khass senses a connection via the band coming from one of the multitude of the fluffy creatures. It is hard to discern which one.


1-02 maps | ◆◇↺ |

Poke. What 'chall up to?


1-02 maps | ◆◇↺ |

For clarity, Power-3 is at the controls. Separately, someone would need to be on the platform where AX-10 currently is. The personon the platform directs the process once the system has been activated. They directit with intent.


1-02 maps | ◆◇↺ |

Khass:
Upon wearing the band you feel a presence, though cannot seem to locate our contact it. Also, you now understand the text on the wall.

The text tells of the people of this moon, a species called lu venons, named their home Luvoth. Over 300 years ago, shortly after the Gap, the people of Luvoth learned for the first time that they weren’t alone in the Universe. This knowledge both intrigued and frightened them. As they believed true space travel would be far too dangerous, lu-venon artificers created a magical device called a World Mirror to enable psychic space travel. The intent was to channel the species’ natural psychic abilities and project their minds across space in an instant, remotely traveling to distant worlds and viewing stellar wonders without the threat of physical harm.

To activate the World Mirror one must either wear a telebond band or place a hand on this glowing wall, then will the device to begin, turn on, start—the sentiment matters, not the wording, making it easy to do by accident. Activating this mechanism causes the sigil on the platform to light up. It deactivates in 10 seconds if the other steps in the reactivation process are not completed. Psychic energy will run through the platform and will need an individual on the platform to focus it. The controls to activate are over where Power-3 is investigating.


1-02 maps | ◆◇↺ |

The glowing crystals along this balcony’s western edge look natural at first. Upon closer examination, however, you discover that the crystals are an artificial control panel; you clock that it’s sized for Small creatures. The crystals are movable, turning and pressing in and out of the rock.


1-02 maps | ◆◇↺ |

The bands are already linked.


1-02 maps | ◆◇↺ |

Khass successfully identifies the bands


1-02 maps | ◆◇↺ |

Yes magical, but also technological. Essentially, there are several skills that would work to identify. And yeah, 20 is high for lvl 1.


1-02 maps | ◆◇↺ |

The wall of glowing runes and shifting magical script stands before you, lighting the nearby area almost like a light that shines through water. At the foot of the wall is a small platform, about a square foot, with two objects that are loops of some silvery material around four inches in diameter.

Identify DC 20:
This subtle silvery band allows for long distance telepathic communication and was popular on worlds before the widespread adoption of mobile telecommunication technology. The wearer of a telebond band can telepathically communicate with any other creatures wearing a paired telebond band within a planetary range, even if the creatures do not share a language. This doesn’t let two characters understand codes, language couched in metaphor, and the like (subject to GM discretion). Pairing or unpairing two or more telebond bands requires looping the two telebond bands together for 1 minute. Up to six telebond bands can be in a paired group with one another; attempting to pair a seventh telebond band fails.
Activate—Fact Check [reaction] (concentrate) Frequency once per day; Trigger You received information from a Recall Knowledge check; Effect With a thought, you instantly share the knowledge you learned with the required Recall Knowledge check (even if you learned false information) with any other creature wearing a telebond band that’s paired with yours, as long as they’re within planetary range. Each creature who has not used Fact Check today can use a reaction to Recall Knowledge and Fact Check.


1-02 maps | ◆◇↺ |

You can still make checks on other things.


1-02 maps | ◆◇↺ |

None of the Starfinders know the language on the wall.


1-02 maps | ◆◇↺ |

The small, unlit building here is filled with large green crystals that shimmer with magical light.

Arcana or Occultism 19:
You recognize this as a magical server room that is still active.

The platform is a raised, metallic platform. There are no clear markings or indication what the platform does.

If you touch the platform:
You feel a faint shiver of energy pass through their body.

From this vantage, you see a little more of the slab, but gain no more information about it.

Across the way, you see a wall of glowing runes and shifting magical script. At the base of that wall, lying on the stone are two ring or band like objects.

On the walkway near the entrance you can see a cluster of glowing crystals.


1-02 maps | ◆◇↺ |

From the bottom of the stairs Power-3 and Zan can see the edges of a small building that seems to have shimmering light on the inside. From your current positioning, you can't seem to deduce more than that.


1-02 maps | ◆◇↺ |

Which stairs? There are two sets of stairs.


1-02 maps | ◆◇↺ |

Risiria:

As you reach out with your telepathy, you feel it being strongly tugged toward the slab. It isn't fully pulled, but the tug is definitely noticeable. Despite that, when you engage with one or more of the creatures, you notice that these creatures seem to have a resonance to telepathy, in the same way that someone who can telepathy, like you or other Shirren, would. They do not respond, but give you a curious look. Your recollection and reasoning can't seem to get more.


1-02 maps | ◆◇↺ |

Area info: The ceiling of this natural chamber is 60 feet high and
covered in stalactites. The shiny aqua is ice. The stairs each lead to areas that are 30ft up.

As the Starfinders look around, they can see the obvious and unnerving slab. They can also see that there are constructed areas that sit at 30ft from ground level. What is up there cannot be seen from their current vantage points.

Power-3:
Power-3 takes a hard look at the slab and wracks their brain to figure out something about this slab. To them, it appears to be some sort of psychic and/or telepathic focal point. But it doesn't operate simply, it is likely part of some techno-magic system that can alter or direct psychic or telepathic input. And, given the size, quite probably direct it a great distance. But, something happened. It does appear to be 'on', as it were.


1-02 maps | ◆◇↺ |

Your lore check would be used for the check from identify magic. So, yeah..AX-10 doesn't recall anything. That said, there is some information you gain regardless. This is a copy/paste from the scenario. I thought about flowering it up for you all, but then thought it'd be fun for you all to dictate how your characters receive it. "Mystics, solarians, witchwarpers, and any other characters with a connection to magic or the cosmos, as well as those with telepathy, feel an ominous energy coming from the mirror, best described as “somewhere between a black hole and a gaping wound.” Even creatures without such sensitivities can tell there’s something wrong, and that leaving the mirror active isn’t safe for anyone."
Also, there is a map for this place and it has been set up. Please move your tokens as your character moves.


1-02 maps | ◆◇↺ |

You finally arrive at the artificial structure from your briefing, a square tunnel of stone and metal that juts from the foot of a small mountain.

The artificial foyer soon gives way to a frigid natural cavern even colder than the snowy forest outside. Softly glowing blue and green crystals light the way as the passage leads to a massive chamber with artificial structures of metal and masonry built into the natural stone. At the chamber’s heart stands a towering slab of polished stone, its surface swirling with magic that leaks faint green smoke into the surrounding air.

The small creatures catch up to you and join you in the cavern. They wander around, but keep a distance from the slab.


1-02 maps | ◆◇↺ |

Looks right.


1-02 maps | ◆◇↺ |

Thank you for mentioning it Power-3, could everyone declare their exploration activity?


1-02 maps | ◆◇↺ |

To get everyone back up to full via Risiria would take 30 min. This process would also remove Zan's wounded.


1-02 maps | ◆◇↺ |

These creatures did not have multiple available reactions, just one. So, AX-10 was not shot with a quill.

With a small flurry of cracks, bangs, and an explosion, the Starfinders take down the threats and the area becomes suddenly silent. The small creatures that were following do not seem to be anywhere in sight. Zan laying on the ground in snow mixed with pink-red blood.


1-02 maps | ◆◇↺ |

Ref g: 1d20 + 10 ⇒ (16) + 10 = 26 pass
Ref b: 1d20 + 10 ⇒ (4) + 10 = 14 fail

Blue falls


1-02 maps | ◆◇↺ |

Blue is not down


1-02 maps | ◆◇↺ |

Green
◆ Strike
Bite: 1d20 + 6 ⇒ (15) + 6 = 21 hit
P: 1d6 + 4 ⇒ (1) + 4 = 5

◆ Grab
Athletics green: 1d20 + 9 ⇒ (11) + 9 = 20 grabbed

◆ Strike (#2)
Claw: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 hit
S: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8

Blue
◆ Leap
◆ Strike
Bite: 1d20 + 6 ⇒ (11) + 6 = 17 hit
P: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9

◆ Grab
Athletics green: 1d20 + 9 ⇒ (16) + 9 = 25 crit success->restrained (though admittedly unconscious)

◆ Strike (#2) (@Khass)
Claw: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9 miss
S: 1d4 + 4 ⇒ (1) + 4 = 5

The (green) beast cries out as Zan slashes it down the side with an added sizzle from heat. It then growls and bites at Zan, causing their second attack to miss and sinking its teeth into the kasathan's shoulder. Upon biting down, some of the fur along the creature's sides seem to harden into what look like quills. Once held it uses one of its fore limbs to claw the solarian across their chest.

The other beast (blue), hops forward and bites at Zan as well, locking onto their thigh. It seems to produce the quills as well. It then sends one of its hind claws at Khass nearby.

ROUND 2
TURN ORDER
bold is up

green (-12 hp)
Zan (0 hp)[unconscious, dying 1, grabbed, restrained]
blue
Power, Risiria, AX, Khass

On the first attack against each of these creatures..:
One of the quills shoot out at the attacker.
(Please remember that your character doesn't know that this could occur until it happens for the first time.)


Quill green: 1d20 + 5 ⇒ (15) + 5 = 20
S: 1d4 + 4 ⇒ (2) + 4 = 6


Quill blue: 1d20 + 5 ⇒ (5) + 5 = 10
S: 1d4 + 4 ⇒ (4) + 4 = 8


1-02 maps | ◆◇↺ |

Yes, Khass. Thank you

The farthest beast's position on the ice makes it a clear target to the Starfinders as Khass and AX-10 take advantage with their shots. A faint, surprised yelp eaks out before it falls, sliding on the ice from the impacts.

ROUND 2
TURN ORDER
bold is up

Zan
blue
green (-4 hp)

Power, Risiria, AX, Khass


1-02 maps | ◆◇↺ |

I'll give Power-3's spell the buff

Reflex red: 1d20 + 10 ⇒ (13) + 10 = 23 success

◆◆ Long Jump
Athletics red: 1d20 + 9 ⇒ (1) + 9 = 10 ...huh...unexpected..crit fail
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15success
◆ Stand

The last beast howls and heads toward the team. Just as it is about to jump the ice gap, Power-3's bolt strikes toward it. It dodges the bolt for the most part, but the dodge throws off its jump preparation and it lands heavily on the ice with a yelp and a slide. The creature, despite its surprising failed jump and tumble, sinks its claws into the ice and stands.

COMBAT!!
TURN ORDER
bold is up

Zan
Blue, green
Power, Risiria
red (-3 hp)
AX, Khass

1 to 50 of 1,322 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>