Ghoul Huntsmaster

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CeeJay wrote:
Knight_Druid wrote:
What's your campaign like?

I have a Campaign Journal running here.

We run pretty much RAW (saving a couple of house-rule widgets for XP and dice rolls) in the Pact Worlds setting. I create my own adventures for the table, drawing on the official setting and materials.

As I note in one of the early journal posts, my group come to the table for:

- Getting out and exploring the cosmos.
- "Find a crew. Find a job. Keep flying." Varied jobs Firefly-style, everything from heists to wedding security to shipping wacky critters to obscure moons.
- Also somewhat Firefly-style (or Mass Effect-style, or Cowboy Bebop-style, or Dark Matter-style), adventures that let us explore one or another character's background and/or backstory and sometimes have some fun with the contrasts between their worldviews.

Thus far our adventures have run on Akiton, Absalom Station, Castrovel and in the Diaspora, and we've done a one-off on Eox. A mixture of shoot-'em-up action and more cerebral space opera (with complicated moral quandaries and diplomatic challenges). Great fun thus far.

For my Starfinder adventure, I currently have it as an open universe and seeing where it goes to test out the limits of Starfinder itself as a whole (1st and 3rd party). The party ranges from neutral to evil and there are 7 PCs in total. They are apart of a "Mercenary Company" They were given control over the company by a friendly, but mysterious benefactor. This Benefactor is a nice way for the Characters to talk to the "GM" with out being so meta. They have yet to use this privilege so far.

The party consists of a Ysoki Operative (quiet and has a huge fear of xenos, the creepy crawly kind ex:things that can get into vents), Vesk Solider (who is taking a more scientist approach wanting to improve on life), Strix Operative (very cautious, likes to hang back and snipe), Android Mechanic (he has a rather dull perosnality but his exocortex usually interjects into converstions making for some strange conversations), Shirren Technomancer (he is a Professional Video Gamer - Usually playing Operative's Creed on Spasm.tv), Lashunta
Aeoncarnate (3rd party class, wants to meet new life), and finally the Kasatha Mystic (want's this cooking online cooking show to become great while seeking balance in the universe). One more note, I added a insanity table to the game, similar to Dark Heresy. Increases to this are caused by witnessing things they minds can't handle like horrific beasts (ex: Chaos Spawns, or the Horrors of a Xeno breaking through the chest cavity of a crew memeber), near death experiences, or severe wounds in a traumatic way.

The "Mercenary Company" so far is just starting out trying to establish a reputation. (I'm usually a brutal GM having been baptized in the TRPG of Dark Heresy) I had them face 12 space goblins as their first encounter on Absalom Station. After that I gave them 5 choices for work. 1 was going to be a 1st party made adventure line by Paizo, (they skipped past that in a heart beat) another one was a 3rd party made adventure (they ignored that one two) Instead they decided to flex my mental abilites with this game by picking my one of my own homebrewed missions. They decided to eliminate a Rovagug Cult that was starting to take seed in the Station.
I used this mission as another testing ground to see how strong the team was, I had no intention of killing any of them yet. They were able to get through 2 fights before 2 of them were knocked down unconscious. 1st fight was against 3 goblins, 2 rabid hounds, and 3 cultists. (mind you the cultists were towned down so it wouldn't be a extreme battle) All of my cultists had injection gloves but not a single one was able to pass rabies to the party, not even the rabid hounds, they were very lucky with their saving throws. I even on the fly turned one of their canisters used for injection into a gas grenade with airborne properties to the rabies. Still super lucky rolls on their part.
Next was the 2nd fight were I had a Vesk named Ole One Eye Skeeve fight them with 5 other NPCs 3 of which being lesser followers of the cult. (no injection gloves) A Half Orc bouncer with a Doshko, and a Vesk bartender with a shotgun.(I gave the party the opportunity to ambush this group) The Kashtha Mystic and the Lashunta Aeoncarnate were the ones that got knocked out and were stabilized. After that encounter they were ready to call it. So I had the Hell Knights Clean Up the rest of the Cultist Den. I have two more encounters planned to push the limits. but they could only handle those two. They have only had a total of 3 sessions so far. There is more to their tale but I guess I will stop here for now. Hope you enjoyed what I did thus far.