Adventure Section 1.0
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Adventure Section 1.0
Okay guys, remember that you lost initiative, so they get to go first. Also, has Borble gone at all these past turns?
Re: Adventure Section 1.0
OOC: Sorry, Rick was karate chopping everyone and I got carried away. By the way, Lloyd’s initiative modifier is 6, for future reference.
Re: Adventure Section 1.0
No. I'm not used to how this is supposed to go and I'm finding this very hard to follow. I didn't know initiative would be rolled for the next round if not everyone has acted. I guess I'm glad that my slowness hasn't slowed things down, but it's disconcerting to think that my contribution isn't missed.Harpoonrgm84a wrote:Okay guys, remember that you lost initiative, so they get to go first. Also, has Borble gone at all these past turns?
Re: Adventure Section 1.0
On the contrary, Rick is a bit worried especially with T-prin down. Please charge forward with that Dralasite spear.pdunwin wrote:No. I'm not used to how this is supposed to go and I'm finding this very hard to follow. I didn't know initiative would be rolled for the next round if not everyone has acted. I guess I'm glad that my slowness hasn't slowed things down, but it's disconcerting to think that my contribution isn't missed.Harpoonrgm84a wrote:Okay guys, remember that you lost initiative, so they get to go first. Also, has Borble gone at all these past turns?

Re: Adventure Section 1.0
Sure. Is there a link to a map that's being updated, or something like that? When I do play-by-post combat I don't use a map, but I keep a running status of the basics of what's going on. Or, I can just say "Borble charges the nearest opponent with its spear."MajorTom wrote:On the contrary, Rick is a bit worried especially with T-prin down. Please charge forward with that Dralasite spear.pdunwin wrote:No. I'm not used to how this is supposed to go and I'm finding this very hard to follow. I didn't know initiative would be rolled for the next round if not everyone has acted. I guess I'm glad that my slowness hasn't slowed things down, but it's disconcerting to think that my contribution isn't missed.Harpoonrgm84a wrote:Okay guys, remember that you lost initiative, so they get to go first. Also, has Borble gone at all these past turns?
So, in the meantime, Borble charges the nearest opponent with its spear.
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Melee attack with spear vs. 32: [1d100] = 7 Hit. (+15 modifier, too, which I forgot on this my first ever melee attack in Star Frontiers.)
Spear damage: [2d10] = 15 17 total with punching score of 2.
Status block:
Borble: (45/45; skeinsuit 50/50; M (spear): 47%, 2d10+2) In melee with opponent nearest to truck.
Rick: ?? Please copy block and fill in known details when you post.
T'prin: ??
Vigg: ??
Lloyd: ??
Enemies: ??
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Adventure Section 1.0
Sorry guys, I am doing the best I can with this. If you have suggestions, please pm me. I hope the next adventure goes better than this.
Re: Adventure Section 1.0
It’s always going to be a bit chaotic and challenging to run a combat with us in five different places.
I didn’t know if we were calling actions and then waiting... I prefaced my original post with ‘when it is Lloyd’s turn to act’, but I spammed the board because I’m trying to roll dice on the board using my phone. So, it looks like I’ve planned a bunch of actions and wildly rolled dice out of proportion with my actions.
Perfectly fine to wait to see what the pirates do, and then apply my actions for this round. You let us know when... and if something happens where all the pirates flee or what have you I’ll rethink that.
If the pirates are going to act first, then we adapt.
I didn’t know if we were calling actions and then waiting... I prefaced my original post with ‘when it is Lloyd’s turn to act’, but I spammed the board because I’m trying to roll dice on the board using my phone. So, it looks like I’ve planned a bunch of actions and wildly rolled dice out of proportion with my actions.
Perfectly fine to wait to see what the pirates do, and then apply my actions for this round. You let us know when... and if something happens where all the pirates flee or what have you I’ll rethink that.
If the pirates are going to act first, then we adapt.
Re: Adventure Section 1.0
Quite frankly, I am really enjoying this adventure. I ran a Star Frontiers campaign for a couple of years and ended it a few months ago because I was getting burned out. I am REALLY enjoying playing. Honestly I think this is the first time I have ever played Star Frontiers as a player. I have always run it before.
I'm sure the combat will sort itself out as we get into it. Maybe a clear announcement of the end of Turn X and the start of Turn Y.
I'm sure the combat will sort itself out as we get into it. Maybe a clear announcement of the end of Turn X and the start of Turn Y.
Re: Adventure Section 1.0
Vigg cries out "Die Pirate scum!" and fires his needler pistol at pirate 2 using the last of his ammo before reloading...
[1d100] = 70
[1d100] = 16
[1d100] = 88
One hit for... [1d10] = 10
OOC- I am enjoying the game. I am a bit out of sync because I can't log in at work most of the time, so my posts are really late. I will endeavor to post more often. I would recommend that we start off our posts with "TURN X" so that we are all on the same page with that turn. Thanks - BJ
[1d100] = 70
[1d100] = 16
[1d100] = 88
One hit for... [1d10] = 10
OOC- I am enjoying the game. I am a bit out of sync because I can't log in at work most of the time, so my posts are really late. I will endeavor to post more often. I would recommend that we start off our posts with "TURN X" so that we are all on the same page with that turn. Thanks - BJ
Re: Adventure Section 1.0
Good to know. When I roll initiative from now on, I will add 6 instead of 5.Jaakari wrote:OOC: Sorry, Rick was karate chopping everyone and I got carried away. By the way, Lloyd’s initiative modifier is 6, for future reference.

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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Adventure Section 1.0
Okay, here are the pirate's actions. Pirate 1 yells out "Fire in the hole!" He turns the heavy laser toward the tunnel roof and rips of a shot for Damage [10d10] = 61 [10d10] = 41 a total of 102 points of damage. The top of the mine entrance starts collapsing and huge chucks of rock and dirt cascade down burying the entrance. Pirates 2 and 3 run for cover behind the hover truck. By next turn, the entrance will be completely buried. If anyone on the inside wants to try and make it through to where the pirates are, I will require a reaction speed check to make it through before it is sealed off.
Re: Adventure Section 1.0
Pirate 1 is the one that Rick is fighting on top of the hovertruck, correct? I assume he broke off and went for the heavy laser? If that is correct, then Rick is already on the hovertruck and will follow the pirate and continue to use martial arts (already rolled - hit once for 5 damage and missed once).
If you need an RS roll from Rick anyway, even though he is already on top of the hovertruck, here it is: [1d100] = 49. he has an RS of 45 so failed by 4.
If you need an RS roll from Rick anyway, even though he is already on top of the hovertruck, here it is: [1d100] = 49. he has an RS of 45 so failed by 4.
Re: Adventure Section 1.0
RICK OOC: Instead of posting the block each time, we can keep it in a separate location that everyone has access to and keep it updated? Thoughts?pdunwin wrote:
Status block:
Borble: (45/45; skeinsuit 50/50; M (spear): 47%, 2d10+2) In melee with opponent nearest to truck.
Rick: ?? Please copy block and fill in known details when you post.
T'prin: ??
Vigg: ??
Lloyd: ??
Enemies: ??
http://apps01.prominic.net/A55A94/Alpha ... enDocument
Re: Adventure Section 1.0
In my experience that would result in it not getting looked at or updated. Out of sight, out of mind.
I've used this method for years with some success. I haven't gone into detail because I haven't been asked and I haven't wanted to clutter this thread with extraneous nongame discussion. If you're interested in using an approach like this, I'd be happy to explain it further.
Re: Adventure Section 1.0
I'm willing to give it a shot.
Re: Adventure Section 1.0
Given this, obviously the previous announced actions will be nullified. Who will be outside the cavern? Are the Yazirian and the pirates in the car in danger of being crushed by falling debris? These facts will be part of Lloyd’s decision.
Re: Adventure Section 1.0
Vigg is not nearly fast enough to try to get in the cave (Vigg can move 20 meters at a run in a turn). He will ...
- stay outside the cave
- take cover
- call for help on the chronocom for a cave in
Conditional responses:
- If any pirate tries to come out, he will needle them.
- If anyone in the party needs help getting out of the cave Vigg will help them.
- stay outside the cave
- take cover
- call for help on the chronocom for a cave in
Conditional responses:
- If any pirate tries to come out, he will needle them.
- If anyone in the party needs help getting out of the cave Vigg will help them.
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- Ranger Knight
- Posts: 1066
- Joined: Sat Oct 05, 2019 4:19 am
Re: Adventure Section 1.0
Vigg and Rick are the only ones that are outside with the 3 pirates and T'prin is not in danger of being buried. Rick, your previous actions held as to your attacks. I will wait and see if any of the other characters wish to try their luck on the reaction speed checks before I move on to the next turn.
Re: Adventure Section 1.0
There was no downside stated to avoiding the collapse and it seems like a save-or-die check and it sounds like Borble is at risk even though it was near the truck, so I went ahead and rolled.
RS check vs. 40: [1d100] = 63
Should I start making my new character, or what?
RS check vs. 40: [1d100] = 63
Should I start making my new character, or what?