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Scapino

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  1. This looks awesome! But I'll admit it also looks a bit overwhelming. Do the players have to add their character sheets in individually? I'd love to be able to use this, but I also want this to go smoothly for the players. Is there a tutorial somewhere?
  2. Scapino

    RPG Sessions App

    Is there a tutorial for this somewhere? I just stumbled across it and I'm admittedly having trouble figuring out how it all works. Probably just user error on my part, but ist ehre an easy spot to see how a GM can use this to organize a session?
  3. Hey, got a question for all of you. Given the current stay-at-home orders, I haven't been able to meet with my players to continue our adventure (and we were one session away from the big end of the current story arc). I promised one of them that I would look into online options, but I haven't had time to wade through a lot of it. I know that Google Hangouts used to have a way of hosting games. That's how I got introduced to this system several years ago, but I have no idea what I'd need anymore to get that up and running. One of my players who has done D&D online suggested I check out Roll20 and see what they can offer. But I thought I would ask you guys: what would your recommendation be? What's the best way to take a campaign online? What are the essential programs and tools that I would need to be successful?
  4. As it turns out, this whole discussion became moot last night during our game session. The players didn't go the route I thought they would, so Aphra's basilisk went unused. I'll keep it in my back pocket if I ever need it again. :)
  5. So a little context for my question... I have a party that’s been adventuring for a few years now and, thanks to skill levels, talents, and gear can put out a decent amount of damage in combat. As in one-shorting Nemeses with little difficulty. So I decided to throw a challenge at them, namely a Mandalorian basilisk war droid that’s been lovingly refurbished by Dr. Aphra. But here’s where my conundrum comes in... Based on my reading of the rules, it would appear that the difference between planetary and personal is a factor of ten. For example, one point of armor is the equivalent of ten soak. I also believe that one point of planetary damage is the equivalent of ten personal damage. My question is this: should that same scaling be applied to hull damage? So if a vehicle has a hull damage threshold of seven, it would have to be hit by 70 points of personal-scale damage?
  6. Whoops. My bad. Thanks for the catch. It is indeed a typo. I misused the term. I meant pubbed, or published, adventure. It's not something I came up with, it's an FFG release. My bad (again).
  7. Okay, I've modified my plans a little bit. Did some combining and so on. The Stone Maze will only appear to have no exit. There is one, but Sith alchemy has created an illusory door. It'll take some careful looking to spot the illusion and then pass through it to escape the maze. I've also modified the end encounter. It will be an Obsidian golem-like creature with a glowing blue crystal in its chest (what the players are really looking for). I'm also adding in two "obsidian spiders," based on the Assassin Probe Droid from Collapse of the Republic, complete with the swarm ability. My players are high level and I want to keep them on their toes. I've attached the stat block for the golem and the spires that are controlling them. If you have suggestions or improvements, please let me know!
  8. So this Friday, I'll be having my players raid an ancient Sith Temple (it's the one that's mentioned in the prepub Onslaught at Arda I on Jagomir; they've been there before but never went into the actual temple itself. I'm tying it into a homebrew campaign). My thought is that a journey through a Sith Temple should be one that really coaxes them to the Dark Side. Most of my players aren't Force users, only one of them is a Jedi in training. This is sort of the outline of what they'll find as they go in: 1. The "White Room" - I'm stealing this from a video I saw on YouTube (https://youtu.be/k-P6Ys_EHME) 2. A trapped hallway, followed by an attack by droid guardians (probably based on the ones mentioned in Lords of Nal Hutta's modular encounter) 3. The Walk of Fear - The players need to tread a narrow ledge that could pitch them over into pit or spikes or something nasty. Halfway across, a nerve agent paralyzes them temporarily (requiring a Resilience check to see if/how long). Once that's established, some sort of monster drops down and gets in their face, prompting a Fear check. The point is that a Dark Side Force adept would use their fear to break free from the paralysis to fight the monster. Not quite sure how to do that, but there we go. 4. A breached room that's allowed some local wildlife into the temple. Naturally, the Dark Side has twisted them and made them nastier. 5. The Hall of Justice: A Force induced vision places the players as magistrates of a Sith-conquered village. A young man has been found murdered and the local police have uncovered two suspects: one is the victim's best friend who was seen arguing with the victim. The other is the victim's father, who is an influential member of the community, a local pillar, one who not-so-secretly has a temper. You have to decide on the murderer's identity and execute the guilty party. What do you do? (the correct Sith answer is you murder both of them). 6. A Force phantasm attack. Basically Dark Side spirits attack the party (basing these off the creatures mentioned in Chronicles of the Gatekeeper). 7. A Stone Maze, one with no exit, forcing the players to blast their way free (the correct Sith answer) 8. The Inner Sanctum. They will find a stone golem animated by Dark Side energy. I'm planning on using the rancor's statblock but up the Soak to 10+ to simulate the stone. Perceptive players will notice there are six stone pillars in the room with glowing crystals on their top; one is cracked and the golem walks with a limp. Destroying all six will paralyze the golem. So I'm looking for feedback, I guess. Am I missing something? What kind of tricks or traps would you expect to find in an ancient Sith Temple that hasn't been opened for four hundred years?
  9. So this is what happened in the actual encounter: The sniper in question was part of an Inquisitor's "triumvirate." The fallen Jedi in question (a Gungan because, hey, why not?) had recruited a large Dowoutin brawler to back him up on melee and the sniper to cause chaos from above. He also had a team of deathtroopers along with dozens of stormtroopers. The encounter took place in the palace of Ord Radama, which I described as having a dozen different balconies for the sniper to hide in. The Imperial governor was also present but wouldn't be a combatant. When the players made it there and the fight started, I had already rolled initiative for all of the NPCs (because there were a lot of them and I wanted to save time). I slotted in an extra spot for the main Inquisitor and another one for the sniper. I didn't reveal the full turn order to the players (which tipped them off that something was going to happen, but they were on edge anyway due to the sheer number of enemies). I had the sniper fire relatively early in the encounter so they knew she was there. My players are heavily combat oriented, so they took out the Dowoutin brawler in the first two rounds. One of them used an ascension gun to get up to an empty balcony so he could try to spot the sniper, but since he's also the Jedi-in-training in the group, the main Inquisitor went after him as well. Here's where things got crazy. The Stormtrooper minion teams were able to do a fair amount of damage, but the individual deathtroopers were awful. So many bad rolls, so many missed shots. It was pathetic. And it got worse. One of the players convinced the governor that the Inquisitors were a threat to him also, so the governor withdrew from combat and ordered the regular stormtroopers to go with him. Once it was down to the useless deathtroopers, the main Inquisitor, and the sniper, the Inquisitor called for a "strategic withdrawal" from the battle. So the Inquisitor is still out there with his sniper friend.
  10. Okay, so here’s the scenario: during the next session, my group will be going up against a rather large team of Stormtroopers, Deathtroopers, and an Imperial Inquisitor (and I’m thinking the Imperials might be outgunned; my players species heavily for combat). One of the surprises I have in store for them is a hidden sniper. my question is this: what’s the best way to have a hidden combatant join the fray? I was thinking I’d secretly roll for initiative for her and then slip her into the order, revealing her when she takes a shot and hopefully hitting someone? Or is there a better way? thanks!
  11. So I'm thinking about getting a Christmas gift for my group, and I was thinking it'd be fun to get a "group photo" of their characters hanging out. Has anyone here ever commissioned someone to do character art for them? Anybody you guys can recommend? Thanks!
  12. Not trying to necro-thread too badly, but I was curious if any of the folks who have had their groups go up against Krayts had any new thoughts on the stats. I've been looking through what you guys have here, but wanted to see if anyone had any new thoughts on stats/abilities/attacks/whatever. Last night, my group discovered the stats for a krayt dragon pearl and decided a trip to Tatooine was in their future, so I figured I'd better get myself ready for the potential fight.
  13. Is there a place where NPC-specific talents are listed? I know that in several of the published adventures, there are talents and abilities that only NPCs have (with names like Imperial Authority and stuff like that). I’m having to gin up some Imperial types for our next session, and having a list would be helpful. Any ideas?
  14. So my group has been doing the Arda I campaign and, as we started up Act III, two of them revealed that they had been doing some brainstorming between sessions. They had come up with a plan to trick the Imperials into sending troops to the Rebel base and then ambushing them. When they learned of the Interdictor cruiser that patrols the area around Ord Radama, their eyes lit up and they decided they wanted to draw the Interdictor into the trap as well, perhaps even ultimately kicking off an open rebellion on Ord Radama. They were super excited about their idea and at the end of our last session, I asked if they want to pursue their plan. They were all on board with the idea, but now I'm kind of stuck on a question: Do I, as GM, draw up the battle plan and allow them to tweak the plan and help execute it? Or do I leave it open to them to figure out and then try to throw together the encounter on the fly? Has anyone done this sort of thing before? I was almost thinking of doing a three act sort of thing: Act I - The Planning Phase. The players would be presented with Rebel command's idea for the battle and they'd be allowed to tweak it and make it their own. The players would be tasked with securing items needed for the battle as well as laying the groundwork for the battle ahead. Act II - The Battle for Resolute Base. The players would set the trap and see if they can reel in the Imperials so they can ambush them and wipe them out. There'd be a big mass combat sort of thing going on, with plenty of fighting for the players (something that my group seems to love). Act III - Liberating Ord Radama - With the Rebels (hopefully) successful in destroying a significant chunk of the Imperial forces in the region, they take the fight to the Imperial stronghold of Ord Radama and work with the native Devlikk population and Rebel cells present on planet to free the planet from the Imperial's grip. So does that sound workable? Or is there something I'm missing? Any help or insight would be appreciated.
  15. Well, now I just feel stupid. Thank you.
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