[OOC] Star Wars: The Fall of Eraydia

Okay, normally I'm the second or third guy to say "pay no attention to the man behind the curtain," but I've got to share with you some of these rolls. (Don't kill me. :) )

As I alluded to IC, Denny got 21, 22 on his Computer Use checks for shields, entitling him to 4d10 both times for shield points. The second roll was heart-breaking: ALL 1s.

But that wasn't the end of it. The module says to roll Shom's +9 pilot check vs. DC 35, and roll fort saves for every entity against the remainder to see who gets crash damage. Shom rolled 18, which added to his +9 Pilot leaves everybody with a Fort Save of 8 to make or suffer 2d4 VP.

Most of the hardier PCs in this adventure have a +3 to Fort, and even those who don't, like the refugees, or Denny, had no trouble beating an 8 on the d20.

However, Kerracor, arguably the toughest PC in the bunch, who only needed a 5 to escape getting the wind knocked out of him, rolls a 3.

Go figure. Dice is weird.
 

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Tilon and the STAP

[GM Note: I rolled a ranged attack at the STAP, which hit with Tilon's augmented DEX. I then rolled opposed strength checks (at +0 vs. +0), since there's no documentation on what the effective weight of a STAP is when afloat. Tilon can try again next round, and if he wins, the STAP will move 5m closer. Once the STAP gains forward momentum (i.e., Tilon wins one strength check), Tilon can pull 5m per round without having to win a strength check each time. After the strength check plus two rounds, the STAP will be where Tilon can board it, if necessary.

Others with higher strength can attempt the strength check, as well, but players who pull will be in the line of fire of the 2nd STAP (if it's not dealt with first).

The liquid cable is rated for 500kg, so it will not break.
]
 
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dpdx said:
- Third, Shom's authority over the group ended when the ship 'landed'. He'll be as helpful as he can, and generally serve as my device to keep things moving when the plot itself does not, but the decisions are yours to make.

Sorry if we've been mistaken about that... It wasn't entirely clear in-game.
 

Pbartender said:
Sorry if we've been mistaken about that... It wasn't entirely clear in-game.
You're absolutely right about that, and he'll try to make it clear through action henceforth - what the heck happened to our posts?
 


Um, if you've got the RCR, PBartender, check page 237. The Seps seem to be buying a lot of their stuff from the Baktoid Armor Workshop lately. :)

I'll give you this much up front, though. They've only got 10 armor points. They're pretty flimsy little airbikes, what with the thrust and power they've got to generate to fire a blaster cannon, but I bet that blaster cannon goes through, say, bladegrass pretty well (that is, if Alice can't charm the gormalok.).
 




I'm headed to GenCon tomorrow, so I won't be able to post until next Tuesday probably.

Standing actions: If the rope thing works, Ka Jor will be looking for more rope. Other than that, he's always looking out for the refugees.
 

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