Sunday, December 3, 2017

Session Highlight


The newly minted starfinders leave the Drift Rock in their new vessel, the Sunrise Maiden, to return to Absalom Station. Unfortunately, another ship is lying in wait for them, ready to attack as soon as they are clear of the asteroid. The attacking ship is a scout from the Corpse Fleet, the renegade armada of Eoxian starships that has officially severed ties to. The Corpse Fleet is outlawed in the Pact Worlds.With this knowledge at hand, the crew made quick maneuvers to retreat towards the safety of the nearby armada that serves as Absalom Station's defense from hostile threats from space. The Sunrise Maiden, taking fire from the cairncarver, made a well placed shot into the hull of the undead ship, disabling the starships power core. The crew was now free of pursuit, leaving the drifting vessel behind, they continued on toward the station.

Xan's crew arrives back on Absalom station amid a dizzying swirl of fame, thanks to the countless video screens of Gevalarsk Nor's broadcast. News of the Drift Rocks ancient origins, opportunists are already maneuvering to find some way to profit off the discovery. Amid the buzz of reporters and onlookers, the explorers don't take their minor local celebrity status well. The starfinders manage to wade through numerous statements and autographs, retiring to their rooms but quickly.

After concluding findings with the Ambassador and the Society, a new mission is soon made available. A call comes in for Cassie from the crew's preferred contact within the Society, Chiskisk. “There is some good news. The Starfinder Society’s linguistic database recognized many of the symbols found on the Drift Rock, because this is not the first time they’ve appeared post-Gap. The bad news is that the source is… highly unreliable,” Chiskisk notes, as segments of their chitinous body scrape together in agitation. “All that we have about these earlier texts comes from Halkueem Zan nearly three centuries ago, and it seems that no published studies of those texts have appeared since. According to these records, Zan’s original findings were donated to the Qabarat University of Xenoarchaeology and Xenoanthropology on Castrovel shortly after his—“ The shirren pauses while contemplating how best to phrase the sentence. “—disruptive expeditions. Fortunately, the Society has numerous alumni from that university, and we can readily secure you a contact there and forward our personal recommendation to a few faculty members. Perhaps they can show you Zan’s notes and even take you to the original site so that you can search for more clues about whatever this Drift Rock once was.”

The nature of the device within the Drift Rock is indeed puzzling. A trip to the University on Castrovel may be an excellent opportunity to uncover an extraordinary secret, and the answer might both earn the group fame as explores and unlock hitherto undiscovered technologies that could better the Pact Worlds. The trip to the vibrant planet of sparkling blue oceans, continents blanketed in vividly green forests, and swirls of clouds, is cut short by a emergency transmission.

Chiskisk appears on the bridge's hologram. “Apologies, an assignment for you. This one is a little a different than others you might have received.” Themself pauses before explaining, “It’s an internal matter. You’re probably aware that after the Scoured Stars incident many of our colleagues elected to leave the Society. That is unfortunate, but not surprising. Hate to lose good field agents, but no one is conscripted into the ranks. Normally we wish them well and that’s that. In this case, the defector, former field agent Reynald Talbot, stole an artifact from the Lorespire Complex before departing. Theft is where the Society draws the line; we need you to get that artifact back. Unfortunately, Talbot left Absalom Station. An immediate investigation to determine the last known whereabouts is by tracking down some of his recent crew mates. We need you to seek his pilot named Livewire, who is interred at the ‘Sauna’—a prison colony on the volcanic moon Varos. Contact this prisoner, as she is our only link at this time to Talbot." Slouched in the pilot's chair, Xan lifts her head slightly, arms still folded in lazily comfort," What's the artifact?" Chiskisk antennae droop in explaining. "The answer is complicated because it’s actually two questions: what the artifact is and what Talbot thinks it is. We’re operating under the assumption that Talbot thinks he’s stolen an object from old Golarion called a philosopher’s stone. Legend has it that the stone could transmute matter, among other properties. What Talbot actually stole was recently re-cataloged as a charlatan’s stone. It does something similar, except the effect is a potent illusion and only temporary. We think ancient con artists used to make false gold. We want the stone back, it is not worth dying over, so be careful. Talbot’s not worth the expense of dragging back here, so you can do whatever you think is necessary with him. That said, you don’t have a license to go on a mass killing spree. Don’t make the Society look bad. The Society will, of course, cover your travel expenses.”

A course correction is made to the Sauna. This bizarre organic complex wildly contrasts the more pleasing Brethedan arcologies found within the swirls and eddies of the neighboring gas giant. Here, only the indentured or the foolhardy suffer Varos’ tidally heated hellscapes for a chance to mine the
moon’s spectacular gemstones. While the prison is safely above the moon’s surface, the extreme temperatures radiate upwards, heating the structure despite its distance and advanced organic
coolant systems. From this clammy complex, indentured prisoners descend upon the moon’s blistered surface as conditions permit. Inside the Sauna, prisoners endure strict discipline under the threat of exile to the inhospitable surface. Several communal areas provide the prisoners with the opportunity to roam freely amid a reek of flowers and sweat—a by-product of a bustling black market of deodorants, perfumes, and soaps. The prison staff is comprised solely of barathu guards who have adapted to the torrid climate with their race’s notorious bioengineering acumen.

The Sunrise Maiden arrives in orbit over the colony, a short communication ensues. Their host, a fawning barathu known as the Warden (LN combined barathu) directs them to a nearby floating landing pad. The instructions for the starfinders also include strict warnings to leave any armaments and contraband (such as food, toiletries, or anything else to tempt prisoners with) on their own ship.
The instructions go on to specifically note that credsticks are allowed into the complex, as the facility always accepts “donations.” Once docked, an organic bridge connects the pad to the structure itself. Xan, Twenty, Cassie, and Ketch disembark from their ship, extremely hot air (over 120 degrees Fahrenheit) blasts them, and while their armor should protect them for their jaunt towards the Sauna, it becomes evident that any prolonged exposure outside the prison is foolhardy.

A flotilla of four barathus—floating, iridescent masses of flesh with draping tentacle appendages—wordlessly greet the new arrivals and escort them to the nearby Warden’s office. The halls and rooms of the Sauna are entirely organic, comprised mostly of fleshy blue walls replete with pulsating green veins. Tunnels take odd angles, sometimes sloping up or down, which is a nuisance to humanoid creatures but not an impediment to the floating barathus. When the starfinders arrive at the Warden’s office, several hard, plastic chairs await arranged in a semicircle around a matching table. Opposite the table floats the Warden, an almost comical creature that looks like a dozen of the barathu guards mashed together into a floating mass of iridescent flesh and tentacles. The Warden telepathically offers several trays of a gray mush and glasses of an opaque, milky substance as “refreshments.” While these refreshments look unwelcoming, especially the drink to help cool off, the ever-present stench makes the idea of eating difficult. The Warden eagerly awaits the guests to sample his offered wares. They fail to accept this meal, displaying signs of obvious disgust of an assured bland meal amid the pungent odor. Amid an exciting squeal of flamboyant telepathic pleasantries from the Warden, communication was uncanny to translate between all of the organic gurgling and flesh warping consonants. Speaking as dignitary, Xan comes to learn that meeting with prisoners is forbidden. Yet the Warden puts out the suggestion of an arranged meeting, gesturing with one of its many tentacles, holding an empty credstick, and telepathically observing that “donations to our maintenance fund are greatly welcomed.” No one was willing to foolhardily donate a ridiculous sum of 2,500 credits. The Warden denies them access to Livewire. Xan's natural 20 garners admittance, albeit briefly, yet eternal is the friendship Xan made with the Warden this day.

Whereas the stench within the Warden’s office was bad, the stink in the common area is almost unbearable. Several half-naked, sweat-drenched workers of various species crowd around here. The barathu guards combine to form one larger, menacing amalgam creature, ensuring the PCs remain safe from confrontation. After several minutes traversing through this sweat-slicked region, the barathu guard amalgam stops at a table where a ysoki sits. The ratfolk constantly licks her paws uncomfortably while grooming her drenched and matted pelt. With the guard’s arrival, she looks up and acknowledges an unspoken communication between herself and the barathu collective. In an instant, the barathu collective splits into its separate entities and floats off in independent paths throughout the complex, leaving Xan alone with the sweat-soaked ysoki who looks up with cautious interest amid a timid introduction, “Hiya, the name’s Livewire. What can we do for each other?” Livewire soon learns of Xan's manhunt, knowing this information is something she can use to barter. The ysoki seeks comforts and does little to hide her recognition of the fact that her information on Talbot is valuable. Livewire makes known her desire in the Sauna’s most lucrative commodities: personal hygiene products. Xan went one step further by ensuring Livewire's tool belt would be sent back to her family for safe keeping while the ysoki finishes the rest of her interim. Livewire relates to the solarion what she knows. “He’s smart, capable, a bit brash, and a reasonable field agent. Talbot is also self-entitled and ambitious. After the Scoured Stars incident, he expected to be promoted to venture-captain, but the Forum felt he needed more time. He got angry. I think the theft is retaliation. Talbot caught a shuttle to the Akitonian city of Maro, so that’s a great place to start. Wealth is hard to come by on Akiton. The ex-Starfinder has a plan, and that plan involves gaining a large number of credits. Given Akiton’s unstable economy, such a surge should be identifiable for those who “follow the money.”


Outside the observation windows of the Sunrise Maiden floats Akiton, a world the color of blood, rust, and red clay. A thick shell of white caps both poles. The shuttle descends toward the planet, and a barely perceptible shift in gravity occurs as the ship’s artificial gravity begins to lessen and the planet’s natural gravity begins to take hold. From suborbital heights, a handful of small towns, large
complexes, and industrial sites that spew noxious fumes into the thin atmosphere surround the trench city of Maro. A spidery web of dirt roads scratched into the rust-colored ground by regular traffic connects these sites to the metropolis. Maro, the so-called City of Lights itself, comes into view
as the ship begins its final descent. The city occupies more of a vertical space than horizontal, built into a six-mile-long section of trench that is half as deep and a half mile wide. Entire neighborhoods and business districts are built into the walls, accessed by patio entrances. Lights, neon signs,
and holographic advertising bejewel either side of this urban canyon, while an active spaceport and industrial zones occupy the ground level. As the shuttle lands, it does so beneath the backdrop of an immense mural of brightly glowing neon-green graffiti that reads in Common: “Git Out! Planet’s Broke!”


Amid the gathering of information, the group meets with Rey, an akitonian, none to pleasant and all too curt. Intent upon selling his shit sticker. A dune buggy guaranteed to get them to the town of Tasch. That guarantee lies in one way travel, as Rey, with his southern charm, guarantees it won't make a return journey, sure to shit itself. Rey only offers to sell the shit sticker, and informs the group it is not available for rental. The starfinder come upon the knowledge that Akiton is generally lawless, except for whatever laws a local authority might impose. Akiton survives on trade and commerce. Strangers find loyalty hard to come by, especially in the big cities. Newcomers are consequently likely to be observed and watched, especially if an organization believes it can take advantage of the strangers. Without further insult or injury, they dust off in their spacefaring vessel toward Tasch.

A long dusty road, lined with single-story dwellings, runs through the town of Tasch. Some powered vehicles rest chained to their owner’s homes. A small general store stands near the center of town, illuminated by flickering white lights. Another building, full of locals, hosts a signpost that reads “Digger’s Dive”—clearly the town bar. Although the sun beats down on this desert town, its citizens meander around the bar in good cheer. Most are ysoki and humans, with the occasional lumbering fourarmed shobhad mingling among them.

Entering Digger's Dive, faint electric lights dangle from the ceiling, while the open sky is visible from cracks between the planks that serve as a roof. The floor is solid wood. The interior walls and ceiling supports are mud brick, the latter being carved in a rare attempt at ornamentation. The tavern is divided in two halves by an energy field with an opening on the northern end. The bar lining the
southern wall is open to either side, with a wall of half-empty bottles behind it. The tables are wooden and makeshift, but solid. The east end has square wooden platform about a foot above the floor. Two sets of double doors are built into the northern and southern walls on the west end, both ajar. A single closed door provides an exit behind the west end of the bar. Xan strides in bringing with her swirling eddies of dust that kick up the shanty. Patrons of the dive welcome the arrivals with a cadence of fitful coughs, trying to expel the red rust from their throats. Crackling ionization can be heard from the green energy field as it arrests the dust cloud from entering the more favorable room of clientele.

Xan sits at the bar and traces her view along the eclectic room and spots Indigo Jack across the way. She recognizes Indigo Jack as one of Talbots shipmates. Meanwhile, the rest of the starfinders huddle in the doorway for an insurmountable period of time. A shirren move his bar stool closer to Xan and casually introduces himself telepathically. "Greetings, I'm Philt, representating AbadarCorp." AbadarCorp is the largest corporate entity in the Pact Worlds.  The corporate representative goes on to explain how he recognized the minor celebrities and assumes they have a mutual interest in Talbot. "The charlatan’s stone means little to AbadarCorp; the corporation is far more interested in punishing Reynald Talbot for swindling them. Luckily for us, both AbadarCorp and the Starfinder Society have mutually achievable goals. AbadarCorp wants Talbot, and the Starfinder Society wants the charlatan’s stone. The Starfinder Society deserter approached corporate buyers in Maro with a new, alternative fuel for Drift engines. The fuel was purchased for analysis, and if it checked out, would have been evaluated as a new commodity on the galactic markets. To the chagrin of the buyers, the fuel reverted to common thasteron not long after the AbadarCorp ships made to depart Akiton’s orbit. The fuel was purchased on good faith and AbadarCorp does not tolerate outright fraud. I see you have already taken interest in my quarry at the far end of the room. I will allow you to handle the matter on my behalf. Should you need assistance, my vesk bodyguards and I are quite capable of lending a interoffice hand."

Xan makes an alliance with Philt and zeros in on Indigo Jack. A gravel voiced nuar speaks out during the ensuing dis-pleasantries between Xan and Indigo Jack. "Aw yeah, I gets to kill things, and it’s good ‘cause my murder thirst needs quenching. I don’t like this human very much." Chest rapidly falling, an expulsion of heavy and hot air from its bovine snout, "I’m gonna put that big lug in my crosshairs and I’d be in my rights to kill ‘em all!" "Xalak-don.. easy." Indigo Jack puts a hand on the albino minotaur, who just clutches his tactical cryopike all the fiercer.

A deep booming female voice slices through the bar. “Intruders! We know you’ve come to Tasch in search of our savior. I give you this one chance. Lay down your weapons and leave our town. You will not disrupt the salvation of Akiton, not when Reynald Talbot has come so close to saving our world! You have one minute to decide.” The realization of battle at hand, no amount of dissuading akitonians from this fight becomes evident. Akiton suffered an economic crash when the revelation of Drift technology rendered the numerous pre-Drift fuels mined on Akiton virtually worthless. Talbot has reigned in overwhelming influence in the mining town of Tasch.


The battle was long but clearly at hand with Philt lending aid to the fight when Xan called for it. The crew of the Sunrise Maiden exchanged fire with multiple targets about the dimly lit taven. Moving about the room was momentarily disorienting, having three times the jumping height and three times the normal weight. A burst of blinding light from above had everyone averting their eyes. As the scene refocused to clarity, shards of wooden planks rained down. Indigo had busted through the ceiling with such raw jumping power. Sensing Jack was attempting to escape, the solarion created a graviton event, violently pulling her back down and impacting hard amid kicked up dirt and scuffling feet.

Wednesday, November 22, 2017

Yesteryear's Truth - Ghibrani Race

GHIBRANI RACIAL TRAITS
Ability Adjustments: See Subspecies.
Hit Points: 4
Size and Type: Ghibranis are Medium monstrous humanoids.
Desert Stride: Ghibrani can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Reciprocal: Ghibranis receive a +2 racial bonus to Diplomacy checks.
Subspecies: Ghibrani belong to one of two subspecies: Husk or Membrane. All ghibrani start with -2 Intelligence, +2 Charisma at character creation. Ghibrani Husks receive a +4 racial bonus to saving throws against radiation effects. Ghibrani Membranes gain an extraordinary flight speed of 30 feet with average maneuverability. Until a Ghibrani Membrane is 5th level, they must end their movement on the ground at the end of each turn or fall. Additionally, Ghibrani Husk are hardy and resilient (+2 Constitution), while Ghibrani Membranes are lithe and more graceful (+2 Dexterity).
Low-Light Vision: Ghibranis can see in dim light as if it were normal light. For more details, see page 264 of the core rulebook.

REFLECTIVE JACKET Level 2
MAGIC ITEM (WORN) Price 850 BULK L

This scaled and fur trimmed leather jacket made from the hide of a sand brute functions as a travel outfit (Starfinder Core Rulebook 230). Once per day as a reaction, when struck by an attack from a weapon in the laser group, you can make a ranged attack against the EAC of an enemy within 15 feet. If it hits, you deal an amount of fire damage to that target equal to the damage you took. This ranged attack doesn’t provoke an attack of opportunity.




Sunday, October 15, 2017

Session Zero - STARFINDER, Dead Suns AP

Last night was our first session. A point of origin, to what will be at the least, a year long journey into this latest roleplaying game. Everyone enjoyed themselves and were content with their character creations. Their Starfinder recruiter is Duravor Kreel. The old dwarf stood before a hologram of a planet that appeared to have been ravaged by some disaster; there is very little water and no obvious
greenery. 

“Greetings, Starfinders, err... I mean prospective applicants” he says, without turning. “You are looking at Elytrio, a newly charted planet in the Vast. While you might dismiss it as a lifeless rock at first glance, it still has mysteries to plumb. The starship that discovered it was attacked by some kind of orbital defense system when it got too close; the vessel didn’t have the firepower to respond, so the crew made a prudent retreat. But we Starfinders don’t let these sorts of things go.” He pauses before continuing. “I’d like you to take a starship, travel to Elytrio, and discover all you can about it. If you find any inhabitants on the planet, do everything in your power to make peaceful contact with them. If the place is deserted, try to locate information about who might have built those defenses. Once you’ve got something interesting, report back to me here at the Lorespire Complex and by then I should have my answer to your admittance for membership. Any questions?”



Crew of the Pegasus, Explorer; Science Vessel
Science Officer- Twenty, Android Operative
Captain- Cassie, Elf Mystic
Pilot- Xan, Human Solarion
Engineer- Ketch, Ysoki Mechanic
Passenger- Z'idhul, Barathu Solarian

An unexpected journey through the Drift, lasting 25 days, the crew found themselves isolated as the automations of the starship demanded no warranted attention to those aboard. Boredom was a constant companion while mounting imaginations of attacks from those that lurk within the hyperspace dimension. No attacks came as the Pegasus reached its destination of the targeted jump. Receding out of the shadow of a nearby moon, an orbital drone defense platform, suddenly squawked to the comms. The robotic voice crackling in an alien language. The tone of the message was strident, and surly recognized as a warning. Drones were launched from the platform as the Pegasus engaged in its first starship combat. A few rounds, and the crew punched through the shields and ripped into the hull, disabling its sensors and temporarily severing its wireless link for combat operation.

The combat was slow but steady as the rules and phases were introduced. The characters were coming into their own as they assumed their roles. As we become more aware of the tactics and responsibilities, I ascertain the system will be more streamlined and engaging.

The group withheld any salvaging attempts on the platform or collecting floating debris for research, and began its decent toward the planet. Landing upon Elytrio, an hour into their overland travel, they were set upon by a stalking beast.


The hungry creature, appearing as a scaled lion, surprised a few during the encounter. Our android, the silicon based lifeform was taken down, but not before the indigenous fauna received multiple hits from numerous projectiles. A roll of 9 damage from Xan,finally felled the volatile beast. As Twenty was revived, they came into proximity of a non threatening hunting party. Appearing more curious than distrustful, the beetle-like aliens led them back to their tribe housed within a network of cave systems against the bluffs of the wasteland. They made it to their destination after having weathered through a fell wind carrying otherworldly strange crystals upon the wind currents. Initially having thought to be a type of castrolvelan fireflys in the far expanse, but no, these were sharp crystals with debilitating encumbrance upon hemorrhaging under the skin.


Next week we will bring further clarity to the Husk Ghibranis and the one creature who stands out in far contrast, equipped with wings and a dermal exterior appearing membranous over chitinous. Meanwhile, the starfarring party is further away from their initial but indented target. A large energy output was discovered coming from a fully functional city in the southern hemisphere. The readings indicate the city has a level of technology that is comparable to that of the Pact Worlds (albeit slightly outdated), and contains life forms of some kind. It seems like the best place to fulfill the mission Duravor has sent the party on. The destination however is encased within a half-mile radius of an unknown but powerful force field.


art source

Wednesday, October 11, 2017

Starfinder House Rules


This week I will be unveiling the Dead Suns Adventure Path to my group. Below are House Rules you may find useful for your spacefaring group. This will likely be the highlight of my career as GM, a benchmark to all of the skills I have sharpened and honed on a weekly basis while at the helm since 2012. 


STARFINDER HOUSE RULES

1) Increase point buy to 11 points. (p18)

2) Allow dropping stats below 10 to recover points on a 1-1 basis, with no attribute going below 7 after all modifiers.

3) Everyone gets perception as a class skill. (p134)

4) The "Penetrating" weapon property ignores an amount of hardness equal to 3*IL. (p181)

5) The healing from the Mystic's "Healing Touch" ability can be split up as needed. (p84)

6) The Mindbreaker Mystics "Mindkiller" ability costs a resolve point. (p87)

7) Remove the "Disproportionate Revelations" rule. (p104)

8) Solarians can use Cha in place of Dex for AC and Reflex saves when using Solar Armor and Cha in place of Str for attack and damage rolls when using the Solar Weapon. (p100)

9) Mechanics can repair their drone at any time by spending 10 minutes to restore either 10% HP (25% with the Repair Drone mechanic trick) or the result of their Engineering check, whichever is higher. (p72)

10) Weapons, armor, and other items can be upgraded, paying the difference in the cost. (p235)

11) Attack rolls for thrown weapons can be done with either Str or Dex. (p240)

12) When calculating the DC for thrown weapons (including grenades) use either Str or Dex. (p181)

13) Power Armor uses the better of its strength or yours. (p203)

14) Serums of Healing can also be technological as nanite injections. (p225)

15) Starship sensors can detect things up to 10 range increments away. (p301)

16) All skill bonuses apply to starship role action skill checks and a Drone can contribute. (p322)

17) Replace starship skill DCs with the following: (p319)
10+2*tier -> 10+1.5*tier
15+2*tier -> 15+1.5*tier
20+2*tier -> 20+1.5*tier
10+3*tier -> 25+1.5*tier

18) Any equipment a PC owns that comes with a battery is automatically recharged to its full number of charges between encounters. The same applies to any individually purchased batteries a PC owns. It is assumed that PCs have access to free recharging stations within the Lorespire Complex or from their starship. Starships, unless otherwise noted, can recharge batteries. If a session involves a starship, and the PCs have access to the ship, they can use the recharge station onboard at no cost. The current number of charges on a battery does not impact the sale price of an item. Any items that are sold with a battery (such as energy weapons) must be resold with the associated battery, regardless of the battery's current charge. The current number of charges on a battery does not impact the sale price of an item. Any items that are sold with a battery (such as energy weapons) must be resold with the associated battery, regardless of the battery's current charge. Update the Pulsecaster Rifle (Starfinder Core Rulebook 176) statistics as follows: Capacity 20 charges, Usage 1.

Saturday, September 30, 2017

Dungeon Painter Studio

Often enough with Adventure Paths, your find a description for an area without the accompanying map. It's not intended to be a combat encounter. APs rarely, if ever, provide maps for encounters intended to be resolved through roleplay. As a GM, never underestimate the eagerness of PC's to shed blood. Dungeon Painter Studio is an essential tool for creating maps quickly with minimal effort.

I spent too much time looking for random maps like the above image, cutting/pasting with paint.
I spent a shorter amount of time creating the map featured below. Better still, I choose the grid size and instantly match it up wit my virtual tabletop grid with zero issues.


If you need the Bodega for Dead Suns, download it here Google Drive

You can purchase the software here Dungeon Painter Studio

Taking 20 goes over the software here Taking 20 Youtube

Thursday, September 14, 2017

How to prolong your Dead Suns Adventure Path

Many people say the Adventure Path for Dead Suns is too short. Incident at Absalom Station has 31 pages of adventure content. When you compare that to the average 50 page of Pathfinder content, it may seem decidedly so. However, I see a lot of roleplay opportunity and information gathering, especially so for when the adventures visit a locale for entertainment and nourishment. With the right amount of pacing, there is a lot going on within those pages.



If you are still unconvinced, then I would highly suggest the inclusion of Starfinder Society content. There are quite a few pdf's ready to dive into. With the range of available tiers based on APL (average party level), you can most assuredly spread out additional content through the varying volumes of Dead Suns. I recommend this option and I will be adding this into my game.





Mass Effect- The Citadel had you exploring the dizzying levels and pathways of side tracking. If you will recall, Commander Shepard needed to go shopping. As the Captain of the Normandy, Shepard needed to add some things to his aquarium before he could save the galaxy. You never know, you may just pick up on a distress signal from a nearby star system.



The Starfinder Society features invaluable content, especially so with the beginning amount of content available for this new roleplaying system. With those pages, there are numerous starship encounters and planets to land upon. Extending your AP, your crew arrives at Dock 94 of Absalom Station, perhaps they recently apprehended a fugitive or brought back salvage from a crashed vessel. Further still, after the events of the first encounter within the AP, the party views a list of missions available to earn credits. The society pdf's are reasonably priced and are a resoundingly successful option for your game.

Wednesday, September 13, 2017

Message Manager for Maptool

For too long, one of my players would succeed on that knowledge or perception roll and garner that highly sought for information, relaying to the party. Yet that apprised individual did so as an echo.. every time. Everyone would hear what the GM said first and the player would either repeat it or say "Yeah, what he said".

That gm manipulation takes away from perhaps those quiet ones at the table or someone's moment to roleplay. I'm terrifying guilty of this. I strive to correct this.

I have the message manager setup now for book 1 so that I can send private messages when someone rolls culture, diplomacy, computer and intimidate. Even if multiple players roll, I can send each player there own level/tier of information gathered. Those apprised but selected few adventurer's can then confer with each other, as well as the group, on what they learned. There are multiple information unlocks at 10+,15+, 20+, and 30+. The lowest and highest gathers will each have there moment, rather than the GM encroaching on the player's moment to shine.


Don't worry GM, you'll sparkle too, just read that room's description out loud and that italic flavor text just under that creature's name.

Plo's Message Manager


I dragged the file onto the map. You will see an open book icon appear. Click on it and look at the selection tab/window. Hit the Yellow macro button that reads Msg.managr. You should see the messages pane appear. You can move it where you like. I dragged it over as a tab next to the chat window. Add your messages and when ready, send to those players connected on Maptool. Simple to use when you can click rather than type.

This Is The End

Running Adventure Paths weekly, and campaigns that would span a year and a half. I say no more Pathfinder. I'm done with the broken mech...