Ring Side Report- RPG Review of Starfinder Society Intro: Year of Fortune’s Fall

Product– Starfinder Society Intro: Year of Fortune’s Fall

System- Starfinder

Producer– Paizo

Price– $6 here https://paizo.com/products/btq02eg2?Starfinder-Society-Intro-Year-of-Fortunes-Fall  

TL; DR-Welcome to the sixth season! 90%

Basics– LET’S GO TO THE… museum?  The Starfinder society is partnering with many different groups to show off artifacts of the past.  What wonders will be shown, what friends will be made, and who might want to mess with this display?  

Mechanics or Crunch– Paizo has a solid adventure here, with a decent balance of talking and combat.  The flow is mostly talking for the first half and then combat for the second.  There are a lot of NPCs to sway, so combat might get a little bit left to the side as its really only two fights.  That said, it’s done well.  4.5/5

Theme or Fluff–  This is a one building adventure.  You really only spend time in one museum for the entire adventure, schmoozing with different people learning about things that  will happen later in the season’s adventures.  That is pretty standard for the first adventure in a Starfinder Society season.  My one issue is the adventure is pretty short.  Most of the time I run this it’s less than three hours for a five hour session.  The players have fun and the story is decent.  Overall, its a good addition to the first adventures of each season. 4.5/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Yep!  This is what I expect from a Paizo adventure.  Things are not perfect, as they give good pictures for everything except for one enemy type, so you will need your own picture.  It’s not bad by any means, but it’s one small thing.   4.5/5

Summary– This is a fun adventure.  It’s short and a little unbalanced in story tempo if you are a combat monster, but overall it’s a good one.  I had fun, and so did my players.  It’s not perfect, but definitely one that I will be gladly running for multiple groups this year!  90%

Daily Punch 5-26-23 Gift of Eternal Life spell for Call of Cthulhu 7th Ed

how about getting what you ask for…

Gift of Eternal Life

Cost: 16 magic points; 1D6 Sanity points
Casting time: a week
This ritual is a foul magick that imbues the caster with eternal life at a cost. Few who complete this ritual enjoy the results but none can doubt the effect. Upon completion the caster is wracked with pain as they swell internally. As the swell, their skin splits and bones break. After the bloody mess is completed, the caster is changed into a intelligent ghoul using the normal statistics of a ghoul while keeping there power statistics and any skills they possess. This is the gift that does keep giving.

Alternative names: Ritual of Rebirth, The Continuing Gift, The Endless Hunger, The Gift of the Ground

Daily Punch 5-24-23 Trigger Spell spell for Pathfinder 2nd Ed

I want to be covered in so many spells that when I get hurt its a NUKE!

Trigger Spell Spell 1

Enchantment
Traditions arcane, divine
Cast somatic, verbal
Range touch; Targets one willing target
Duration 1 hour or until used


You channel magical energy from a second spell into this spell. This means you will cast this spell and a second spell using two spell slots at once. the second spell can be cast at any level, and that will determine the effects of the second spell. If one spell has a longer casting time, then the total spell casting length is the longer one. When you cast this spell, choose a condition for the second chosen spell to be cast such as damage to the target or hitting with a melee weapon. When the chosen spell goes off, any attacks or saves are made using your attack or save value. You can also choose if the spell affects the target this is cast onto.


Heightened (level 3) The duration increases to 1 day.

Heightened (level 5) The duration increases to 1 week.

Heightened (level 7) The duration increases to 1 month.

Heightened (level 8) The duration increases to 1 year.

Thoughts?

Daily Punch 5-23-23 Spell Storing Jewelry magic item for Starfinder

Let’s store a spell in a friendship bracelet!

Spell Storing Jewelry

This normal looking jewelry looks like any other basic store piece but it’s also built continuing a custom magic matrix that holds a single spell. As a swift action, you can cast the spell using any attacks, feats, and saves of the caster. The jewelry does not come with a spell in it but any spell may be cast into the jewelry. Once the spell is cast the jewelry degrades and falls apart

 Spell Storing Jewelry, Mk 1


Level 1; Price 50; Bulk L

This may store up to a level 2 spell


 Spell Storing Jewelry, Mk 2

Level 5; Price 425; Bulk L

This may store up to a level 4 spell

 Spell Storing Jewelry, Mk 3

Level 9; Price 1,950; Bulk L

This may store up to a level 6 spell

Thoughts?

Daily Punch 5-22-23 Trigger Spell for Starfinder

I want to cast a spell and have it go off later!

 Trigger Spell
Classes Mystic 1-6
School Divination
Casting Time 1 standard action or varies
Range touch
Targets one living creature or item creature is holding
Duration varies
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
Description With the authority of all magic behind you, you proclaim to be cast in the future specifying a trigger. Choose a spell that is cast as this spell is cast and a trigger for the spell. If the other spell is longer than one action, the casting time of this spell changes to that spell’s plus one action. The other spell is cast or must be cast at the time of casting trigger spell. That other cast spell will be case whenever the trigger occurs. If that spell would occur and prevent an event from occurring like a mystic cure preventing a target from reaching zero hit points, that the creature never hit zero hit points. If cast on a weapon and that weapon strikes a target then any spell with a target of creature touched would count as touched. If a spell requires an attack roll or a save and the trigger was not striking a target, then the spell would use your current ranged attack roll or save DC values. You can only have one trigger spell active on you or your carried gear at a time.
The duration of the spell depends on the level you it as.
1st: 1 hour
2nd: 1 day
3rd: 1 week
4th: 1 month
5th: 1 year
6th: until triggered

Thoughts?

Ring Side Report- RPG Review of Dungeon Crawl Classics Dying Earth #1: The Laughing Idol of Lar-Shann

Product– Dungeon Crawl Classics Dying Earth #1: The Laughing Idol of Lar-Shann

System- DCC RPG

Producer– Goodman Games

Price– $7 here https://www.drivethrurpg.com/product/393055/Dungeon-Crawl-Classics-Dying-Earth-1-The-Laughing-Idol-of-LarShan?affiliate_id=658618  

TL; DR-Solid adventure with a bit of crazy ending. 97%

Basics–  Who wants a drink?  Drawn to a small town where a particularly special liquor is made, you find a massive idol barking orders.  Can you find the liquor before the idol counts down to… something?

Mechanics or Crunch– Ah first level Goodman Game scenarios!  These guys know their mechanics, so everything is solidly done with the right amount of random and fun monsters to fight.  My players and I all had a blast killing monsters, searching, and finding the secrets of the idol.  5/5

Theme or Fluff– Overall this is fun, but I feel the ending gets a bit off.  There are a ton of fun in this  adventure and has some crazy turns that are just perfect for the Dying Earth.  There is one problem with the adventure.  I won’t spoil anything, but I feel like one enemy would not attack the players at the end.  That said, if you run it how you want, it won’t be a problem!.  4.5/5

Execution– PDF? Yep.  Hyperlinked?  Yep. Solid Art?  Yep.  Good layout? Yep!  This is what I expect from a Goodman Games adventure.  Solid work Goodman games!   5/5

Summary–  Ah crazy Dying Earth fun.  This with all the other adventures makes me want to read more Vance.  I love the crunch and the design, but I have a few issues with the ending.  That said, you write your own story as the Judge, so fix it on the fly!  This is a solid adventure that I loved, and I think you will too!  97%

Daily Punch 5-19-23 Cryo ammunition for Starfinder

if we can be hot, why not cold?

Cryo


Cryo ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted on Table 1–8. A weapon firing cryo ammo deals its normal amount of damage, but half of this damage is cold damage and grants the weapon the bleed critical hit effect depending on the weapon. If the weapon already has a critical hit effect, the bleed critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the bleed critical hit effect, it instead gains the bind critical hit effect in addition to bleed, and this considered part of the weapon’s normal critical hit effect.

Cryo, Arrow
Level 2; Price 75
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 20
Bulk L; Special bleed 1d6 

Cryo, Darts
Level 2; Price 50
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 25
Bulk L; Special bleed 1d4

Cryo, Rounds, Small Arms
Level 2; Price 60
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 30
Bulk L; Special bleed 1d4

 Cryo, Scattergun Shells
Level 2; Price 110
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 25
Bulk L; Special bleed 1d6

 Cryo, Rounds, Longarm and Sniper
Level 2; Price 150
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 25
Bulk L; Special bleed 1d6

Cryo, Rounds, Heavy
Level 3; Price 180
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 20
Bulk L; Special bleed 1d8

 Cryo, Mini-Rockets
Level 5; Price 450
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 10
Bulk L; Special bleed 1d10

Thoughts?