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****** Venture-Agent, Online—PbP 6,806 posts (15,690 including aliases). 5 reviews. No lists. 1 wishlist. 41 Organized Play characters. 47 aliases.


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VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Telirix barks out some orders, then demonstrates how not to hit a dragon.

Mordack does not have any better luck striking with Time Knight's blade.

Ayleth calls out, "Without your knight, Liatha, you are no more than an insect to me. Leave, and I may spare you." She then flies east and bites at Shadow Knight.

Bite: 1d20 + 23 ⇒ (6) + 23 = 29
Piercing Damage: 3d8 + 26 ⇒ (7, 3, 5) + 26 = 41

Round 4-5 - bolded may go

Time Knight (8 PP [max])
Shadow Knight (9 PP)
Ayleth (-74 HP, get 'em, breath recharged in round 5)
Flame Knight (-7 HP, 7 PP[max])
Palisade Knight (-25 SP, -177 HP, 6 PP, wrecked) and Yargnod


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Do what you need to with tokens (including moving them down the hall). I made my best guess when I opened the map.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

I think all ancient societies on Golarion shared blueprints.

This intersection has a closed double door to the south and an open double
door to the west. Beyond the open door is a large room, a dais in the enter supporting a humanoid statue carved of crystal and bronze. Scratches mar the frame of the door to the west and the walls of the south hall.

Perception DC 13:
You deduce that Star went into the room but then left it and headed south.

Critical Success on the above check:
You catch a glimpse of the statue on the dais shifting the position of its outstretched hand slightly.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

“Neither memories recalled nor records uncovered provide us any clues to what was once in the area we are to explore. On the surface, it is unremarkable tundra.”

I know it's annoying, but no one is going to tell you what you're getting into.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

"Excellent! Do you have any questions for me before we depart? I would like you to provide us transportation to the site of the disturbance aboard your starship."


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

It quickly becomes clear that Star could not have taken either the northern or southern routes, as their Huge frame would not have fit through either doorway - and indeed, they are unlikely to be down any path that is only 5 feet wide. The grooves left by their metallic shell lend credence to the theory that they traveled to the west.

Talu (-1 HP)


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

The Starfinders work together to determine the correct way to operate the relic.

They experience a vision of the Amber Reconnoiter, in which they feel as if they were on the ship. They can see the crew members in the mess hall in this vision, playing an analog version of imperial conquest, a simple yet deeply strategic board game. Outside the windows of the starship, the Drift passes by, the shifting colors strangely serene. The Starfinders can see the pilot turn on the ship’s autopilot and then enter a defense access code into a datapad. The gunner speaks casually about the crew’s mission with the science officer. The vision slowly fades as the crew members start to get into game, and the agents find themselves back in the Communion Vaults.

After they find both access codes and report back to Naiaj, she thanks them and instructs them in how to use the access codes to disarm the [i[]Amber Reconnoiter[/i]’s defenses from their starship. Naiaj recommends the Pegasus frame for this mission, as she doesn’t expect the firepower of the Drake to be necessary, but the Starfinders can choose any starship frame for the mission.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Not enough. Who can help T.I.M?


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Mu Long forms a strong bond with his lizard. Probably because they are distantly related. Anchor and Marrlow also seem to be getting long well with their mounts. Talu and Gregor are having more trouble, and Okashu seems like he is always just on the edge of being thrown.

As the lizards begin to buck and twist wildly, Marrlow, Okasu, Anchor and Gregor manage to dismount without harm. Talu and Mu Long are flung free, taking 1d6 ⇒ 4 bludgeoning damage. The lizards are not willing to approach any closer.

The Pathfinders can proceed to the temple entrance on foot.

>Slide 4<

Beyond the toppled pillars and weathered statues, three entrances provide access to the structure. The south entrance is blocked by a heavy stone door, while the north and west entrances open into darkness. The west entrance is much wider, and scrapes along its sides indicate that something large and metallic recently passed through.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

"Yeah, I think a goddess deciding you dream would override your, um, low power mode, if that's what she wants."

Kaeri describes a strange relic that can recall visions from time immemorial—at least, a limited number of them as channeled through the Dreamer—and she has checked out the relic in question and brought it here. This strange, glassy white, 3-foot cube is engraved with light-red lines that divide differently shaped panels.

DC 15 Engineering or Mysticism:
You realize that shifting the panels in a specific combination while focusing on the desired information could grant access to a certain vision. Determining the correct combination requires Mysticism (but can also be aided by Engineering or Sleight of Hand).


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺
Nari Silvermist wrote:
Only two? Nari was there too

Apologies, I didn't see you mention that Nari had that Chronicle. She also gets a sphere.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Soon, the Starfinders are approached by a lu-venon wearing a cream-colored sweater, pink jacket, and a variety of jewelry, including a slender silver headband.

“Welcome to Luvoth, Starfinders. I’m Uloa Su-Tae and I welcome you with deep gratitude to this, Dallithun, first reestablished city of my people. I suspect you have many questions, as we do for you, but answers will have to wait. The Divergence was long, and both our people and our homes have suffered. We have made great progress since the Return, and the Resurgence is well under way, but your assistance is of paramount importance. If you’ll follow me.”

Uloa leads the team down the main thoroughfare, along a side passage, and into an abandoned cavern that’s not yet under construction. She also makes a point of welcoming back two familiar Starfinders, giving Indori a breathe fire (1st-rank) spell gem and Anettalia a magical glass sphere that contains crackling sparks and functions as a tactical incendiary grenade.

DC 15 Perception:
You notice Uloa giving you assessing or stern glances behind their back.

Uloa gestures to some rubble, the long-ruined remains of buildings which have been dusted off and topped with a few tiny cushions. “Apologies for the neglected surroundings, but few of our buildings will hold you.”

They pause, waiting for everyone to be seated, then nod their head respectfully. “I extend my thanks to your Society for bringing an end to the Divergence and triggering the Return. Our psychic exodus was long, and the world of Luvoth is no longer as we remember it. We live now in the Resurgence, a time of resettling, rebuilding, and reimagining, but also a time of great exploration. We explore our home world, so long lost to us, and soon we must we explore the galaxy beyond. It is my hope that you, the Starfinder Society, will be helpful on both fronts.

“A powerful buildup of psychic energy was detected east of here, yet scrying has revealed nothing notable on the surface. We believe the source of this psychic energy is underground. This could be signs of another lu-venon settlement, or it could be something far more dangerous. Perhaps broken technology, degraded magic, powerful monsters, or even an alien threat. We lu-venons have an… aversion to danger. And we are too few, now, to risk changing our habits. Thus, we accepted your Venture-Captain’s offer of assistance. You will accompany me to the site of this psychic disturbance to ascertain the source. You will ensure my safety and confront any dangers we encounter. Do you accept these terms?”


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Brzzrk's ladder isn't much to look at, but the ability to fly makes that moot.

The dusty book, titled "Ships of the Starfinder Society 150–175 ᴀɢ", is a massive text but, fortunately, well indexed. It’s a dry encyclopedia, listing various statistics and crew members of the various starships from that century. When the Starfindes flip to the section on the Amber Reconnoiter, they learn that it was on a trade mission, using the Drift to transport goods. The crew brokered trade deals between worlds in the Vast, establishing trade routes that would have otherwise never happened. There is also a crew manifest: engineer Dayn, science officer Kandra, gunner Berkal and captain Zantik.

You also locate an access code for the ship.

the team then moves to the Communion Vaults.

In this stark chamber sleeps the Whisperer of Solar Winds, a jellyfish-like being whose glowing body slightly pulsates as it floats in midair. Beside it stands a nervous-looking halfling with shocking purple-and-pink hair, wearing a Starfinder insignia and a Starfinder backpack. “Uh, hello there! I am Kaeri, the, ah, current trainee interpreter for the Whisperer of Solar Winds. It is nice to meet you all.” Kaeri then winces slightly and resumes speaking in a softer tone. “I’m still not exactly sure what wakes the Whisperer, so I try to stay quiet. I hope I’m doing this right...” Kaeri pulls out a datapad from her backpack. “The Whisperer presented a vision to me that it wanted me to communicate to you. I believe it wants to welcome you to its home and to show you how to find your own vision.”


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

[ dice = "Nature" ] 1d20+4 [ /dice ]

With all the spaces removed.

The forums have been a bit tetchy for the last couple weeks. It should get better.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Yowza. Hope Team Librarian doesn't need those natural 20s later.

The volume is located 'conveniently' on the top shelf 50 feet above the floor.

Athletics or a fly speed to climb up and get it, or Engineering to repair a nearby ladder.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Plenty of replays, so can do whatever. Looking forward to seeing how my diplomancer is doing.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Vacation is over and the forums seem to be stable again. Please try to blow up a dragon.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

You each have 2 Hero Points as well as a provision appropriate to your level.

After talking with Katydid, the Pathfinders can meet Wulessa at the stable. The stable contains enough riding lizards for each of the agents. The lizards are tame and easily accept riders.

Everyone please make a Nature check to see how well you get on with your lizard.

Wulessa provides one of her maps with the site of the ruined Jistkan temple clearly noted. The trip takes several hours at the lizards’ steady pace, but the ride is peaceful.

A low stone structure lies between two dunes. Around a courtyard of weathered pillars, alcoves hold stone statues worn so smooth as to be entirely featureless. A low hum emanating from the structure is barely audible. The lizards are increasingly uncomfortable as they approach the site. Riding becomes difficult as the hum intensifies. Ahead is a temple, half-buried in the sand There is an entryway large enough to fit through into the ancient ruin.

And also make a Reflex save as they try to buck you off.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Naiaj encourages the Starfinders to visit the Archives and the Communion Vaults to see if they have any additional information. Order is irrelevant, so sending you to the Archives first.

This library in the Archives is filled to the ceiling with tightly packed rows of bookshelves towering fifty feet above the ground. The scent of paper and leather permeates the air. Royo, clad in his signature formalwear and spectacles, sits in a cozy-looking leather chair reading. He looks up from his book and closes it with a smile. “Ah, Starfinders! Good to see you well. I have received word from Venture-Captain Naiaj that you would be arriving.”

Royo hands the PCs a handwritten note conveying the location of a book titled Ships of the Starfinder Society 150–175 ᴀɢ. The volume can be found in the Historical Ships section, alphabetized in row Sc–St of that section. He then returns to his reading.

You all thought someone else would do your research for you.

The Starfinders arrive at the correct row in approximately 10 minutes. Unfortunately for them, the shelf seems to be filled with volumes titled “Ships of the Starfinder Society,” so it is difficult to find the correct one. Perception or a relevant Profession to locate it.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Reminder as you depart that you each have one hero point.

The PCs pilot a Starfinder starship called Brilliant Discovery to Luvoth, which takes 5d6 ⇒ (6, 4, 5, 2, 2) = 19 days through the Drift. Upon approach, Dallithun appears to be a few landing platforms and a signal tower nestled amid the tall, spindly conifers of the surrounding taiga. The PCs are hailed over the comms in a language they don’t understand, but flashing lights make it clear where they’re to land.

DC 15 Computers:
The atmosphere is thin and the temperature is severe cold, but there’s a series of underground structures or caves beneath the landing platform, where the temperature is only mild cold.

After the Starfinders disembark, a pair of lu-venons wearing reflective vests direct to enter a squat gray building, little bigger than a shipping container and covered in a thick layer of snow. The entry door is 4 feet high, and the ceilings inside the building are 6 feet high.

The cramped ramp opens into a large natural cavern, nearly 40 feet high and well over 200 feet long, magically illuminated by colorful spheres that bob and dance through the air like fireflies. The ground level of this cavern is a well-traveled street, lined with grand buildings built in miniature, with the tallest a two-story structure rising barely 15 feet high. To the east and west, two tiers of wide balconies form broad platforms for additional buildings of much smaller and simpler construction. Throughout the cavern, tiny lu-venons go about their day.

Passing lu-venons pause and stare at the Starfinders, shoot them sideways glances, and mutter in the same unrecognizable language.

You have a few minutes before your meeting. What do you do? Please make a skill check based on your activity - e.g. Society or Perception if you're observing locals; Diplomacy or Performance to try to make an impression on locals - but any skill is an option if you can explain how you use it.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Mu Long:
The Jistkans were a devoutly religious society who worshipped elemental lords.

The Pathfinder Society helped Star recover twin magical daggers that empower them when slotted into their neck, just beneath their shell. Star
has since been friendly to the Society and values the Society’s focus on knowledge and cooperation.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

"Guidance also did not provide any new information," Naiaj tells T.I.M.

"Sorry to say, we didn't remain long enough to determine their intent," MP-8 says to Brzzrk-45. "Our vessel was not equipped for combat.

"We trust you to determine the best way to handle the ship."


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Gregor:
The Pathfinder Society helped Star recover twin magical daggers that empower them when slotted into their neck, just beneath their shell. Star has since been friendly to the Society and values the Society’s focus on knowledge and cooperation.

Talu:
The Jistkans were a devoutly religious society who worshipped elemental lords.

Star, an ancient Jistkan automaton and possibly one of Golarion’s oldest sapient beings, was trapped for eons without memory before discovering their name by gazing at the night sky. Now firmly allied with the Pathfinder Society, Star holds no affection for the Jistkan Imperium that undoubtedly created them.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

MP-8 can provide the layout of the ship. >Slide 4< Of course, they do not have any information about what is happening inside, so only the original floor plan is accurate.

Unfortunately, the records of the mission have been lost, so Naiaj cannot provide details of the expedition beyond what she has already shared.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

The following boons may be helpful in this scenario. Please let me know if you slot any of them.

High Society Influence (Royo) (Starfinder Society Scenario #1–05: The First Mandate)

Dream Whispers (Starfinder Society Scenario #1–16: Dreaming of the Future)

Starfinder Insignia (Starfinder Society Quests: Into the Unknown)

Additionally, does anyone have the chronicle sheet from Starfinder Adventure Path #1: Incident at Absalom Station?


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺
Okashu wrote:
Do we have any information of what might lurk there? And do you know what Star was up to in the temple?

“Jistkans were obsessed with technology and magic. We’ve found mechanical traps, old puzzles, and magical hazards. The ruins sometimes harbor creatures and environmental dangers from decay, so be careful in them.”

“Star told no one why they descended.”

Mu Long Dragonkin wrote:
"What's so funny?"

“That’s my natural response to stress and anxiety. Don’t mistake it for not caring. In fact, it’s the opposite. I want—hahaha—Star back more than—hahaha—anything. And—hehehe—I want you to return safely as well.”

Marrlow wrote:
"Do you we know anything about the site at all?"

“We don’t know. No one’s explored it yet–well, other than Star, hahaha. My team only recently discovered the ruin, because it’s hours away, in the city outskirts. The pillared opening is consistent with Jistkan temple architecture, but that’s all we know about it.”

Okashu:
The Pathfinder Society helped Star recover twin magical daggers that empower them when slotted into their neck, just beneath their shell. Star has since been friendly to the Society and values the Society’s focus on knowledge and cooperation.

Marrlow:
Overconfident and slow to defend their nation, the Jistka Imperium fell to the ancient Osirians long ago. In the latter years of the conflict, some desperate Jistkans created powerful weapons, including automatons like Star.

Mu Long - only the second check uses Pathfinder Society Lore. Were you intending to Hero Point the 9? Your sheet doesn't show either Society or Jistkan Lore.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

“Luvoth is very cold, so dress warm, and the atmosphere is thin, so activate your environmental protections. The previous team encountered predatory animals, dangerous magic, and a variety of occult and psychic effects. Equip yourselves for a hostile mission and be ready for anything.”

Arvin gives each agent their choice of either a tactical thermal capacitor or three environmental endurance (2nd-rank) spell amps to protect them from Luvoth’s freezing temperatures.

"They were unable to tell us anything helpful about the anomaly. That's why you're going to help them."


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

“Welcome, Starfinders,” says Venture-Captain Arvin with a smile. “Today I’m sending you to Luvoth, a verdant arctic moon in the Vast we thought was uninhabited by sapient species until a recent Starfinder mission proved the situation far more complicated. Luvoth is home to lu-venons, a people who were psychically cast adrift after a botched magical ritual. Their minds were wandering the cosmos for the past 300 years, while their bodies cruised on autopilot on Luvoth, living as animals.”

If any characters have the chronicle from 1-02, Arvin asks you to share your findings.

“As you can imagine, things at home on Luvoth suffered during the centuries their intellects were in stellar exile. Families are scattered, settlements and infrastructure have crumbled to ruin, governments and other societal systems are non-existent, once-tamed animals have reverted to being wild, and many of the defenses lu-venons relied upon for their collective safety no longer exist. In short: they could really use our help.”

“They’ve invited a team of Starfinders to visit Luvoth, landing at their space port in Dallithun. Your contact is an ambassador named Uloa Su-Tae. They want you to scout out an anomaly they’ve detected—a spike in psychic activity in the nearby tundra. Uloa Su-Tae will accompany you throughout this investigation. Keep them safe, be respectful, and try to
make a good impression.”

Arvin leans forward, placing his elbows on his desk and looking very serious. “First and foremost, remember this is a diplomatic mission. We’re working to establish a foundation of trust that a friendship can be built upon. Luvoth needs allies, and I want to ensure we’re counted among them.”

“Any questions?”

I will wait until the live games are over to proeed in case there are characters still in them.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Venture-Captain Naiaj stands sternly next to a small sentient robot—an SRO—bearing the holy symbol of Triune. “Greetings. I have called you in for a pressing matter related to a piece of the Society’s past. In 160 ag, former First Seeker Lanrah decided to make it the Society’s priority to research the Gap, using much of the Society’s resources in the pursuit of this quest. One vessel the Society deployed at that time was called the Amber Reconnoiter. That vessel disappeared under mysterious circumstances on a mission in the Drift. While it has been lost since then, the Amber Reconnoiter has become of interest to the Society yet again. MP-8 here can explain the details.”

The SRO wheels forward on treads, its single, focused lens looking around the room, and performs some semblance of a bow. “I am MP-8, a priest of Triune and native of Aballon. It is an honor to meet you all. A few weeks ago, I received a vision from Triune itself regarding a precise location in the Drift. From this vision I deciphered a set of coordinates: a beacon code. Triune provides these beacon codes only in instances of the utmost importance, so we in the church knew we had to take action right away. I formed an expedition to travel to the beacon code’s coordinates, whereupon we found the wreckage of a starship from centuries ago. The ship still bore insignia of the Starfinder Society.”

MP-8 rolls over to the Starscape unit in the center of the room and attaches an adapter cable to its datajack. The lights in the room dim, and the unit projects a holographic image of a ruined starship floating in front of the colorful backdrop of the Drift. “Naturally, we assumed there must be something of great consequence on that starship, so we approached. However, much to our surprise, the ship opened fire.” The Amber Reconnoiter’s hologram begins silently firing its weapons, projectiles exploding harmlessly and then fizzling out. “While we could have retaliated, we did not want to risk damaging what Triune considered so important. Seeing that the ship used to belong to the Starfinder Society, I have reached out to Venture-Captain Naiaj for aid.” MP-8 disconnects from the projection unit, and the image of the Amber Reconnoiter flickers and then disappears. “Whatever is on that ship is of the utmost importance to Triune, so you must recover it for us.”

Naiaj nods to MP-8. “We will help in any way we can, as this find doesn’t just interest Triune’s church but also the entire Pact Worlds.” Naiaj turns from the SRO. “I believe we have records of the Amber Reconnoiter along with the corresponding access codes that should allow us to disable the ship’s defense systems, allowing for safe exploration.” Naiaj pauses. “This vessel is also of interest in our matters. This ship was one of ours, from over two centuries ago, that disappeared during a mission in the Drift. The Society has been unable to ascertain what happened to the ship and its crew, and we would certainly like to find out. If you could, investigate the ship to see if there are any clues or records as to what happened to the crew.”

You may ask questions now. I will wait until the live games are over to move forward in case any characters are still in them.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Venture-Captain Wulessa Yuul turns from a series of dig site maps beneath her wide tent “Pathfinders, I’m glad you’ve made it. One of our allies—perhaps our most unusual ally at this site—is missing. Star is an automaton with invaluable knowledge of these ancient Jistkan ruins. They’re hard to miss, as they are twenty feet tall, resemble a bipedal snapping turtle, and are made of a durable, bronze-colored metal. We haven’t heard from them in days.

“Katydid is my site leader and an expert on Jistkan civilization. She’s also good friends with Star. I’ll set you up with your mounts; the temple site is on the outskirts of this ruined city Be careful in the ruins. They contain unknown risks ranging from environmental decay to magical and technological dangers not seen since the era of the Jistka Imperium. Any knowledge you can recover is helpful, just don’t become a part of the ruins yourselves.”

Wulessa directs the Pathfinders to Katydid’s tent and tells them to meet at the camp’s makeshift stable after Katydid has briefed them.

Katydid’s tent is large enough to accommodate her books and tables of relics. Understanding that this must be the team she requested, Katydid is happy to see the agents. She speaks rapidly, her words interspersed with anxious laughter that becomes more extreme when she discusses Star,

“Hahaha... I didn’t see you there. Pathfinders? Haha, of course. I’m so glad you came. Has Wulessa filled you in on the situation? It concerns my missing friend, Star. A week ago, we were working in the city ruins when Star started walking away. They told me to wait where I was so, naturally, I followed. Star walked for hours, to the city outskirts and a ruined temple my team had only recently unearthed. There was something about the place my mount didn’t like. As Star entered, they turned to me and told me to go back. So, of course, I waited. Hours turned into a hahaha—whole day. I didn’t have supplies, so I came back. I couldn’t even concentrate over the next couple of days, I was so worried—hehehe—about my friend. I asked Wulessa for help and she sent for—haha—you.

“I’ll direct you to the temple; it’s past the farthest edge of the city. Do all you can to—hehehe—bring Star back, but don’t go too deep into the ruin. We don’t know what’s in there.”

You can ask questions and attempt two rolls to learn more - Society or Jistkan Lore; and Occultism or Pathfinder Society Lore. I will wait until all the live games finish to move forward in case anyone has a character in them.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Folder and reporting have been updated with Poko's information.


1 person marked this as a favorite.
VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Game has been reported and chronicles are >HERE<. Please let me know if there are any problems. I will leave the thread open for a few more days for any final questions or roleplay.

Thank you for playing!


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

That will happen if you leave an extra line break in the URL. Try it now.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Poko fires the coilgun down the throat of the Tyrnadian, causing visible (yet silent) explosions to erupt along the hull.

If they had a chance to get back into the fight after that, Anuzoreus' EMP blast strikes the enemy ship. The lights go out briefly, then a red glow begins to emanate from their viewports.

A crackling broadcast comes in to the Azata shortly after. "This i... lanius. We surre... gine is stable but nonfuncti... ll offer no resista..."

The ship powers down the remaining weapons and shields and allows the Starfinders to board. The remaining Gonjar artifacts are in a smuggler's compartment, along with a suit of ash dendran armor. Szelanius and the crew allow themselves to be taken into custody.

When the artifacts are returned, the Gonjar are raucous in their celebration and buy the Starfinders more than a few rounds of drinks. Such a celebration is an honor, for non-adventuring shobhad rarely see outsiders as peers. They pledge to share their history with the Starfinder Society. Philt thanks them warmly on behalf of the Goldvein Census and points out that he doesn’t think any thieves will be trying this kind of stunt again in the future.

Venture-Captain Arvin offers his personal congratulations. “Well done! You’ve accomplished something that more senior agents have failed to do for years. The shobhad-neh of Akiton are quite sparing with their trust. Our goal to explore and learn often seems paramount, but it’s important to recognize how difficult those goals are without also making friends. You had to enter the field and improvise with little support from us. Thank you again and enjoy a well-deserved break! This is a very exciting door you’ve opened for the Society.”


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Someone want to bot what will hopefully be the last pew pew? You have two gunners and both weapons pointed at the enemy.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

The taglines show what you enter in Gender, then Race, then Class. The fields have character limits but you shouldn't run up against them with a tier 1-2 character. The really important things to track are current and maximum HP, AC, saves, perception and active conditions.


Put a picture of your character on the line at the top roughly where your character would be during exploration (front to the right).

Replace PLAYER# in the initiative and perception blocks with your character's information. e.g.

Harsk Initiative”]1d20+4

With the dice tags still on either side (if I keep them here, it makes a roll, so it won't show formatting).


GM_Colin wrote:

Thinking about restarting my run of PbP Emerald Spire, and run level 6 The Clockwork Maze soon......

I'm just glad that level 4 and 5 are over, They are disguisting. The later floors of Emerald Spire are much better.

It would be for level 4~6, and give you 3xp when going full advancement track. Gauging people's interest here to see if I can get enough player to run it.

(Not part of Bridging the Gap convention so that there's less of a time constraint)

I have a level 4 wizard or a level 6 ninja I could toss my hat in with.

(Would prefer the wizard because he has enough GM sheets that he'll go straight to level 9.)


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

yargnod is forced to come out of the cockpit as Ayleth's attack knocked Palisade Knight out of the fight. Ayleth probably can't see the grin on the kanabo's face as he activates his personal weapon.

Sefel already knew where she was, though, and her revealing herself looks like it might be a mistake, as Flame Knight's rockets slam into her. Her metallic skin deflects some of the impact, but it is still an overwhelming hit.

Round 4 - bolded may go

Time Knight (8 PP [max])
Shadow Knight (8 PP)
Ayleth (-74 HP)
Flame Knight (-7 HP, 4 PP)
Palisade Knight (-25 SP, -177 HP, 5 PP, wrecked, dampening field) and Yargnod


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Round 6 - Gunnery Phase

Azata (Shields: F 6/10, P 3/10, S 3/10, A 3/10; -50 HP; Turret glitching, Power Core malfunctioning glitching, Sensors malfunctioning glitching)
Tyrnadian (Shields: F 0/5, P 0/5; -27 HP; Forward weapon glitching, Turret malfunctioning, Engines malfunctioning)

With both ships facing each other, this may be the last shots fired between them.

Gunnery: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
Light Particle Beam: 3d6 ⇒ (5, 6, 3) = 14

Gunnery: 1d20 + 5 ⇒ (6) + 5 = 11
Gyrolaser: 1d8 ⇒ 6


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Shadow Knight blasts the spot where Telirix thinks Ayleth is, and figures out that the reason he missed is that she isn't really there.

Sefel uses his magic to figure out where the real Ayleth is. He points out her location is to the others.

Palisade Knight generates an aura that makes magic harder to use. I moved your token, because Shadow Knight moved before you did, which left your location... unhelpful.

Time Knight's shot goes wide, even with the new information.

Ayleth goes after the pesky Palisade Knight, revealing herself to the others.

Bite: 1d20 + 23 ⇒ (11) + 23 = 34
Piercing Damage: 3d8 + 26 ⇒ (5, 3, 7) + 26 = 41

Claw: 1d20 + 23 ⇒ (15) + 23 = 38
Slashing Damage: 3d8 + 26 ⇒ (3, 3, 3) + 26 = 35

Claw: 1d20 + 23 ⇒ (10) + 23 = 33
Slashing Damage: 3d8 + 26 ⇒ (6, 7, 6) + 26 = 45

Tail Slap: 1d20 + 23 ⇒ (20) + 23 = 43
Bludgeoning Damage: 3d8 + 26 ⇒ (5, 4, 3) + 26 = 38

The mech powers down under the assault.

Round 3-4 - bolded may go

Time Knight (8 PP [max])
Shadow Knight (8 PP)
Ayleth
Flame Knight (-7 HP, 7 PP [max])
Palisade Knight (-25 SP, -177 HP, 5 PP, wrecked, dampening field) and Yargnod


There are two SF1 games played here for Bridging the Gap that still have seats open.

2-17 Cost of Living
5-99 Battle for the Bulwark


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

You may now begin character introductions. There will be no game content until next week when the convention begins.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Wulessa Yuul has summoned the team to the Jistkan dig site.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

You may now begin character introductions. There will be no game content until next week when the convention begins.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

The adventure begins in a meeting room called the Starscape Chamber in the Lorespire Complex.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

You may begin character introductions now. There will be no game content until next week when the convention officially starts.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

The adventure begins at the Lorespire Complex on Absalom Station, the Starfinder Society’s primary base of operations, where the team has been called to a mission briefing hosted by Venture-Captain Arvin.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Detect magic will locate the aura of an invisible creature, but not reveal it. So you know what space it's in, but still take a 50% miss chance unless you have another way to sense it. Token placed on map for those who can perceive.


VA Castamir | Psychic Echoes | Defy the Dragon | Beacon Code | Star's Journey | ◆◇↺

Secret Checks:
Telirix Will: 1d20 + 10 ⇒ (16) + 10 = 26

Telirix:
The Ayleth you can see is an illusion.

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