Numenera - The Octagon : In Search of The Purpose

Game Master BlackStork

Epic Story Oriented, but abit Open-Ended Campaign using Numenera Setting.


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Malevich city of Stirthal, which spread it's riches on the edge of intimidating Earthwound, always been a place of big interest place and "dump loot stop" for different kinds of wandering folk, numenera seekers, collectors and scarvengers. It was the Diamond on top of Voil Chasm, being base of trade, safe rest and more for different folk. Priests, Technicians, Traders, Seekers, Seers, Scarvengers, Wanderers and Entertainers were anxious to come here like those small Zaruth moths which are plenty in those Earthwound areas are anxious to come to drink human and abhuman blood.
Marrizek and her Thyrn bullies were indiferent to such colorful folk doing trade & joy piligrimage to their city. They were filling Marrizek's warehouses with numenera, useful goods and shins her custom officers and tax collectors taxed.
This story begins as one humid day which was full of those annoying Zaruth moths, early mentioned, few days before Holidays of Enlightment streets of the city , here and there, became marked with shining at night holo posters which bear Order of Truth sign and signature.

Order of Truth of Stirthal,
In direct order from Amber Pope and
Chief Priest of Voil Chasm and Area,
Seeks brave numenera experts and hunters,
For interesting and well paid job.
For any interested person who thinks that he possess
needed abilities and numenera expertise:
You are invited to visit Stirthal Order of Truth Temple at noon of 4th day of 6ths season, 2nd day of Week of Enlightment.

At that appointed day and time many wanderers, explorers and adventurers came. Each one was invited inside court of the Temple to pass different tests and to answer different questions. Many came, but few were chosen. Now gathered together, they were briefly introduced to very unclear mission - to head together to the east, to village named Regel, which was situated before Viskaria Descend, in area where western slopes of Black Riage were meeting intimidating hole on the body of the Ninth World which was the Voil chasm. The group had mission to arrive there in safety and contact local Order temple and it's head, Priest named Grungas Senski. Nothing more. After few days of rest, joy and spending shins they recieved as small token advance payment, they went together on their journey, following the line of black abyss called Voil Chasm at their right side, which will be their companion for few upcoming days .

Characters, which already have initial setup are wellcome to post :
- Their personal story they shared with their new companions after they met in Stirthal, and, obcourse connections following their character setup.
- The time in Stirthal and few days of travel is time which is set for characters to have Connections created.
- Obcourse, players could agree between themselves that they were full party or some duo/tro prior their contracts.
- Anything personal that your character might share with new company of numenera hunters could also be posted here IC


Before departure company returned to clave of the Order as they were requested upon the contract. Each of them received missive token as sign and proof for Regel clave, which they needed to pass to Grungas Senski.
They were informed that luckily for them there will be armed convoy of the Order which will be heading to hamlets situated somewhere in that direction. As the way was very dangerous at night because of abhuman tribes descending from Black Riage or ascending from lower levels of Chasm, where they have underground cities in the mazes of cave networks' it was good luck indeed. So while the first days of the trip were supposed to be relatively safe, the last part of it would be less so.
They departed on 10th day of 6th season, right after the end of the Week of Enlightment. Well fed and well slept, they turned their faces towards adventure that might change themselves and their lives forever.
As expected, the first days were calm and travel was safe and even... boring. Not talkative priests and their armed glaives' attitude to our colorful company could be described as "fake indifference with hints of masked curiosity". Though area around was wild and intimidating at times, big armed group of the priests from the Order of Truth probably scared potential threats.
Each character COULD do Intelligence based Communication roll with difficulty 5 modified by any of communication skills/inabilities, if have - in order to check chance of making friends and communicating to any of Order of Truth priests and glaives, who are quite reserved and keeping distance from our company members, hence difficulty 5. Successful roll will grant random information.

On the fourth day our company was left with only four priests, while others dissolved in few villages and hamlets the convoy met on its way. At noon, when the group entered woods area, where trees grow in patches over uneven rocky area, they were attacked by a big group of rabid broken hounds with which the convoy dealt pretty fast. Though one of the priests got serious leg and arm injury as he was unlucky victim of initial hounds attack. Unsurprisingly, the priests had hidden cyphers in their pockets to deal with such threats, thanks to which the party got out of such dangerous situation almost safe and sound. Rest of the priests were unharmed while our colorful party members got only a few minor scratches.
At the end of the 4th day they arrived to a small village where last four priest convoy headed. They were offered very modest accommodation for the night: well-cleaned small storage building in the yard of village's clave, with floor covered with old dusty pillows. In the morning of the 5th day of their travel together, they departed from the village in order to cover most tricky and dangerous area on their way from Stirthal to Regel.
This part is where we setup connections. Four days and four nights together, including one combat encounter are a basis to setup them. Please mention your connection and character you connected to, based on those 4 days events and your connections according the rule book
After two hours of travel over rocky area densely covered with trees, following the trail which took them from unpassable area on the edge of chasm deeper into the woods, they reach wide and very fast river, which waters are wild and hurry to fall into the Voil Chasm some few miles to the south from here. The river has rocks in the middle and is not too deep but its flow is too fast for swimming . While those rocks are dangerous for anyone who would try to cross the river by swimming, they could be used to pass the river by climbing. Doing that would be a challenging task ( Difficulty 5 Might Roll) for anyone who is not trained in climbing.
To the north, behind the trees, betrayed by big clouds of smoke it emits, stands something looking like a hut attached to big device,. It have a lot of pipes and some kind of pump. This clumsy pipe-covered cottage seems to be surrounded by a garden with well-ordered huge plants with huge leaves. All the trees around the hut seemingly were cut a long time before, but their stumps were painted by white paint, and that was done relatively lately. All this pastoral farm on the edge of wild and fast river was surrounded by almost invisible, crackling with electricity fence barrier.

All players may make their turns.
There are few things to do:
1. Roll communication 1d20 for communication with the priests during first days of travel
2. Setup connections following four days four nights together and one combat event.
3. Do your turns/party suggestions.


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1

Tal introduces himself to everyone in the group during the first few days " Call me Tal! " he's chipper and outgoing volunteering a lot of information about himself. (mostly lies.) He tries to get any information out of the priests he can hopping to hear some news or clue to his sisters whereabouts.

I'll spend effort to make the difficulty 4 (Dc12) : 1d20 ⇒ 7

During the fight with the Broken hounds Tal accidentally got himself stuck half phased through a tree. His ability to pass through things had always been a bit hit and miss and more than once he'd had to cut himself free from walls and things. This time however Zimm was there. She was able to talk Tal through a mental exercise and for the first time he was able to bring his Phasing fully under control.

I have a question. Is the cottage on our side of the river or the other side?


-- Malevich --
During the briefing with the Order of Truth, a tall glaive entered , followed by a tall , thin....woman? It was difficult to tell.

"I've a 'volunteer' for the mission to Regel, Arch Priest." the man said to the man holding the briefing, indicating the newcomer.

"Tell them your name." he commanded.

Shouldering her pack, the woman gazed at the glaive , blinked a few times then faces her new companions, sketching a very short bow, "Zimm Nata." she said softly, meeting each pair of eyes.

She then took her place and waited to be informed on the details of her 'punishment'.

-- On the road --

Quite and reticent, Zimm makes little conversation, unless circumstances makes it necessary. She makes no effort to engage the Priests in conversation, though she does peer enviously at any appearance of cypher or numenera .

During the hound attack, she stays back and hurls her onslaught to great effectiveness.

1d3 ⇒ 1 = Third..

During the fight, the glaive Third was beset by a number of hounds and Zimm unleashed an onslaught to assist. A cloud of small, irridescent curved squared flew from Zimm, targeting one of the Hounds. At the last moment, Third's movement's caused him to intercept the esoterie. A curious interplay between the esoterie and Third's body began, resulting in the esoterie fading away to nothing. Head cocked in curiosity, Zimm realized that Third was one that would have to consiously choose whether her esoteries affected him.

-- At the river --

After looking at the wild river with a very displeased expression, Zimm turns her attention to the device to the north.

Arms crossed, she regards the strange edifice, trying to remember if she had come across anything similar in her travels.

Geography or History, Trained: 1d20 ⇒ 11


Talanth wrote:


I have a question. Is the cottage on our side of the river or the other side?

Your side, to the north from place you arrived to


Zimm Nata wrote:


dice=Geography or History = 11

Any expert eye would notice that the device was split into two sections, probably un-related, and that were attached one to other just because they used same power source, which been located, probably, somewhere under the hut.

First part, the one that was "merged" with the building, could be, probably recognized as some sort of chemical reactor, with myriad of pipes and big working pump.

The second device was looking like huge crossbow, which was directed to the east - towards opposite side of the river. From the distance details of the crosbow device are unclear, and coming closer and investigating it may tell more about it's purpose to anyone who have basic understanding in machinery and mechanics.


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1

" Should we go check that out? Might be someone with a ferry or something there. "


Zimm nods at Talanth, "Yes." to the first question, then "I think not. One has the look of a chemical reactor, the other perhaps is a weapon...."

Without waiting for another opinion, Zimm begins to walk toward the strange edifice...


Female Half-Elf Monk 8, Gunslinger 8

Zoose is far too impatient to get anywhere with the obtuse priests. He's not the type of person to spend too much time on any one thing. His stories about himself have been rambling masses of digressions that would be difficult to unwind into a cohesive tale, even if you wanted to.

He's much happier when they're moving than when they stop for the night. when he has to stand guard, he does it on the move, circling the camp quietly to keep his wits sharp though changing his view. During one night watch, he bumped into Talanth, not seeing him in the shadow. With a flash of lightning they found themselves away from camp. "Huh, that's odd. It's happened once or twice, but I've never taken anyone with me before."

During the fight, his spear crackled with sparks of lightning, shocking as it pierced. He tended to be a quick fighter, leaping about to avoud the hounds.

"Oh, don't think you can avoid bringing me along." he says as they move toward the buildings.

communication roll with inability: 1d20 ⇒ 4


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

Upon first meeting the party.
Third is a towering, solid man boasting a number of scars across his dark skin. He smiles when introducing himself.
"Greetings to you all. My family name and community name are private- by way of our customs not any desire toward unfriendliness- but I am third rank in my caste so... you can call me Third. A pleasure."

On the road
Third is very curious about everyone in the party, asking a number of polite questions about their points of origin and what the party has seen throughout the Ninth World- until it's made clear that he should leave them alone. He is unconsciously deferential to the Aeon priests and to Zimm, though he is polite to everyone.

He asks the priest and their handlers about the Order and in a roundabout way, their current objectives.
Social roll: 1d20 ⇒ 9
But is met with evasions.

During the battle with the broken hounds, the glaive steps into the melee without a second thought, keeping himself between his companions and the beasts. While marveling at Zimm's esotery melting from his form, Third was distracted enough that a hound was able to break past him and nip at Zoose. Little serious harm was done, but Third feels the weight of obligation to make up for it soon- and has since taken a serious interest in the Jack's wellbeing.


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

Third uncoils some rope at the river and ties it around his waist. Stretching his arms and neck he says,"We won't get anywhere unless we can cross that river, I would hazard. I'll make the first crossing and secure a rope, and the rest of you can follow using the guideline. Would you oblige me by holding the end of my rope, should I take a spill?"

Once one of his companions has the end of the rope, Third starts climbing across the rocks in the middle of the river.

Using 2 might to expend effort, bringing the difficulty down to 4, I am also trained in climbing, bringing the difficulty to 3.

Climbing: 1d20 ⇒ 20


The party split abit, but stayed within a vision sight one from the other.
While inquisitive Zimm and impulsive Zoese rushed to investigate what smoke-spewing edifice is about, Third heroically entered the river holding a rope in his hand, and started to climb skillfuly on the sharp stones, then jumping from one to other in order to advance. His trained eye noticed a kind of stone patch that could help him greatly to get to the other side with just a bit of easy climbing and a few precise jumps. With high concetration he made those jumps, pulled his body on top of last big boulder, and jumped on to opposite shore.

Third now is on the opposite shore and can fix the rope, so passing the river would be much easier task.
Now he needs Talanth to fix the the rope, who have two choices - either to fix it on the nearby tree, or to pull the rope harder and to fix it around the stone which is on the edge of rope's reach. If he will manage to fix the rope on the stone the rope will be very tightly pulled, thus making rope climbing even more easier task. To fix the rope on the tree is much easier task though.

At same the time our Z-team headed towards the river farm. With her inquisitive eyes Zimm scanned all the farm for detials worthy to note :

The big "crossbow" device was surrounded by quite a big amount of metal barrels of different sizes, some newer and some older. All of them were colored with a moss green color paint. To Zimm's left, closer to the shore, right behind the plantation stood a small sturdy building. It was not used for living, and it was not some kind of warehouse either. It was 2.5 feet high, may be 3.
Behind the "crossbow" device, after the pile of barrels, was some flat and even area, covered by a layer of dry grass.
The crosbow itself was enormous. It had power source behind the hut, and it was pointing to the opposite shore direction. This thing has some kind of nest in the middle. Probably it is used to fire huge objects, placed into that nest. In order to see more details about it an expert would need to get much closer to the device.

Fixing rope to the tree decreasing complexity of passing river by rope by 2, from 5 to 3, fixing rope to the stone will decrease difficulty of crossing river further to 2, for Talanth - fixing rope to the tree is Might difficulty 2 roll , while stone is Difficulty 4
Zimm please make roll on "paying attention on small things", intelect, difficulty 4


Female Half-Elf Monk 8, Gunslinger 8

"Maybe people curl up in that thing and it hurls them across to the other side." Zoose will head up to check it out and see if he can figure it out.

Int check: 1d20 ⇒ 17


Third managed to pull and to fix the rope tightly and well.
results of the natural 20 already included in previous post , and i will add some - failed natural 1 rolls wont bring GM intrusion while climbing the rope, and Third made all this so fast, that he gets bit extra action

While waiting for Talanth to fix the rope he noticed another hut on his shore to the north. This one had no pipes but was surrounded by more different devices of different kinds and another two buildings. All the complex was covered by trees from side of the shore, which prevented party from noticing it.

now waiting for Zimm and Talanth turns, and Third's if he want to move/do something before Talanth fixes the rope. Zoese turn requires additional movement and belones to the new turn


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1

I strain on the rope trying to get it as tight as possible. I don't think I'll be able to tie it around that rock. I'll just tie it here.

Tying it to the tree.
Might DC 6 : 1d20 ⇒ 8

I attempt to cross over the stones holding onto the rope.

Don't want to fall in so spending effort
Might DC 9 : 1d20 ⇒ 1

EDIT: Oh dear!


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

"There's another complex of buildings on this side!", Third calls out,"Mr. Talanth, what do you make of- oh no!"

The glaive runs down the riverbank to try and grab Talanth.


Paying attention on small things, difficulty 4, target:12: 1d20 ⇒ 11

Zimm meanders towards the buidlings, head cocked to one side, arms clasped behind her back, intent only on the wonder of the newly discovered mystery...


Talanth fixed rope to the tree, and started to climb using the rope. At the moment when his legs were about to leave ground him mind trickied him and his right leg phased through solid ground of the edge, downwards.

He felt into the water, not far from the shore he tried to leave, grabbed by the wild river flow to the south, to the direction of the chasm.

Luckily he was close to the shore, where he had more stones and vertical ground of the river bank to grasp and hold himself against the river flow.

Third need to pass river by rope, for him it is not hard task to do

Talanth gets only 2 Might damage from fall, and need to make :
Speed Roll Difficulty 2 - grasping shore/stone objects. If Suceed he need to roll imidiately
Might Roll Difficulty 2 - Holding against river's flow
He can apply effort to only one of those actions
Because of the rightly put and luck rope numbers are not 4/3/3
Third need to pass river by rope first, as Talanth is quite close to the opposite shore. He needs Difficulty 2 might roll (after taking Climbing skill into consideration, default difficulty is 3) for passing river using the rope.

In the same time, unaware about whats going on with our T-team, Z-team approached the farm.
The farm fence barrier had some kind of gate, with small green button located on small pannel near it.
Zoose went abit west to have better view on the "crossbow" thing, while Zimm went closer to the gate which was quite close to the plantation, in the shadow of the big and old tree.

Zoose scanned the apparatus. The nest was made of soft leather, and could be defenitely used to throw curled person to the opposite shore.There were handles and another, smaller metal nest in front of the big, leather one, which resembled a big metal plate.
His gaze followed the direction of the crossbow, and from his perspective he noticed that there were something similar on the other shore.

Zimm arrived to the gate. Two very distinct scents came to her nostrills. One of them is probably scent of that smoke coming out from the pipes. She is not familiar with it. Second scent is somethign that she encountered in her travels before, but she can not remember what was that right away. This second scent coming from the small sturdy building right behind the plantation.


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1

Speed (with effort) DC 3 : 1d20 ⇒ 5
Might DC 6 : 1d20 ⇒ 3

Ah this dice roller!

Tal grabs at the bank of the river managing to get a hold of a rock but the current is to strong and he slowly loses his grip and is swept further along.

" Help! "


Third can do his river passing movement as part of previous turn (he was not able to run towards Talanth on his shore - Talanth is near opposite shore down by the river and there are trees and stones on Third's side to the south direction. Since Third did not used his previous movement fully, his DC 6 Might roll is part of previous turn. If he succeed he may do a Speed based running roll Difficulty 3 in order to run and get himself on the shore near flushed by the water Talanth. those are 2 different rolls, 2 different actions - so Effort might be used twice, once for each action


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

"Hold fast, I'm coming!"
Third hauls himself across the rope...

Might (climbing): 1d20 ⇒ 9

And dashes down the shore to where Talanth is clinging for dear life.

Speed, with Effort: 1d20 ⇒ 12

Third grabs hold of Talanth as soon as he reaches him.


Female Half-Elf Monk 8, Gunslinger 8

Rushing over to Zimm, he grins like a madman. "I was right! It's a peoplethrower! I neeed to ride it." It's at this point, he sees the green button at the gate. Without thinking, his arm comes out to hit the button.


Zimm raises and eyebrow at Zoose's precipitous analysis of the function of the apparatus, but does not try to stop the man from pression the button.

She stands by his side, a little to the rear, watching with avid attention...


Third with outstanding physical prowess crossed the river using the rope and hurried towards Talanth, grabbing his hand before river flow washed him further towards chasm direction.
Third needs to pull Talanth out of the water using his physical might, while Talanth need to help him to do so and to avoid to lose Third's grip.
T-team now need to do collaborative action.
No matter in which order- both of them doing Difficulty 3 Might roll – Third for pulling Talanth out with his own strength and Talanth for keeping grip, holding the balance and to avoid being flushed by the powerful river flow.
If one succeeds that will decrease other's task difficulty by 2 (from 3 to 1). If one fails, other will need to roll default Difficulty 3 roll. Second fail will mean fail of the action. Both actions could be used with Effort.

Zoose pressed the button.
All the farm said loudly "Quiiiiiirk" , probably with help of some hidden devices around the farm which were able to produce sound.
From the building right behind the gate and the plantation, slowly and lazily, one after other, appeared couple of Seskii. Well, couple here is not the best word - they came one after other, and then another one, and then another one. They looked well fed, and most of them had some patches of armor covering different parts of their bodies. Armor was painted with the same paint as the barrels. They stared on the newcomers behind the gate with guarded, calm curiosity and... anticipation?
There were like 7 of them. They came right to the gate, and sat. Some of them turned their heads towards the hut, like they were waiting for someone. Some of them sniffed the air, trying to catch the glimpse of the scent coming from the guests. They were waiting.

Suddenly, the hut's door opened, and after releasing a cloud of white evaporation, it spewed fastly moving short, small and very skinny figure.


The hut's owner saw the guests and started to shout something, but through respirator which he was wearing on his mouth he managed to deliver only something like:
"Ieye Dii...o...t eee..eue..d quou...rs at suo... aim..!"

He stopped for a second, and rushed towards the gate while removing his respirator.


Now its time to do players turns.
T-Team can roll their might rolls, and Z-Team standing in front of the gate looking on hut owner's figure moving towards them.
Z-Team can roll communcation rolls, examine, greet or do anything before hut's owner will come closer to the gate and will finish his respirator removing task he trying perform on the run.


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

Third grabs Talanth's wrists, planting his feet as firmly as possible.
Might w/effort: 1d20 ⇒ 6
You slip after this and you're on your own, bud.


Third wrote:

Third grabs Talanth's wrists, planting his feet as firmly as possible.

Might w/effort: 1d20
You slip after this and you're on your own, bud.

Well, it passed, DC was 6 after effort (diff 2). Talanth have Diff 1 Might for his task now. Good decisison to use effort!


Female Half-Elf Monk 8, Gunslinger 8

Zoose scratches his head as he tries to figure out what the man was saying.

comprehension: 1d20 ⇒ 9


Zimm also stares curiously at the strange little man, trying to parse the noises he was making...while studiously trying to ignore the panting seskii at the gate.

comprehension: 1d20 ⇒ 11


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1
Third wrote:

Third grabs Talanth's wrists, planting his feet as firmly as possible.

Might w/effort: 1d20
You slip after this and you're on your own, bud.

Can I use effort too? Bringing the difficulty 1 down to 0? If so I do that, if not...

Might w/ effort : 1d20 ⇒ 18

I dig deep and hold to Thirds hands as I scrambles onto the bank.

" Thankyou! " he gasps, collapsing onto the river bank. " let me catch my breath. "

I'm taking an action to recover points to my might pool.
1d6 + 1 ⇒ (4) + 1 = 5

so -3 for effort on this action, and +5 for recovery =10 points currently.


Short man positioned himself behind the gate and seskiis, and said:
“I said that I didn’t expected customers today!”
He looked agitated. His gaze was jumping from Zimm to Zoose and back. He worn synthfiber coat, which was covered with some sort of jelly slime. He was aged, extremely skinny man with wide big eyes, and white big voluminous haircut. It was unclear if it was his “natural” haircut or his hair got electrified so much.
His eyes were moving fast, and his stare would suggest that he inhaled too much of that white dense evaporation.
“You are new, he!” - he opened his big eyes even wider – “You came to get some Surros’ jumpey slime? Oh, I know! You are ones who should come tomorrow to pick my softey…. Hmm, no…. Yes! A-ha! “
He nodded in revelation, and pointed with his right hand towards the crossbow device.
“You do not like to swim, eh! He-he-ih-ih “ He giggled with very high pitched tone
and nodded once again, and continued – “We can do that, take a sit, fly over, just don’t break your spine! Simply, isn’t it! Ha!”
He smiled crazily in excitement and his eyes gone even wider. He talked fast, and continued to move his gaze between Zoose and Zimm.
“Anyways, you have payments – Surro have many wondrous things to offer. But remember – payment is a key, my boys and girls do not like guests who do not like to do payments! He-ih-ih! “ – He giggled with that high pitched tone again and pointed towards Seskii.
“So, what saying ya?” – he asked and then he noticed something behind Zoose and switched his attention towards river bank, where Talanth and Third stayed
“Those swimmers come with you, right? You should call them here, because I do not want to be bothered to open the gate once more just for them”


Players may perform their turns


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

Third takes a minute to catch his breath after the river incident.
Recovery roll: 1d6 + 2 ⇒ (4) + 2 = 6

Putting 4 back into Might and 2 back into Speed.

"Well, since we're back here anyways what's say we see what Ms. Nata and Mr. Zoose are up to?"


Female Half-Elf Monk 8, Gunslinger 8

Zoose will wave the others over. "Come on, we've got a better way over." He's practically vibrating with excitement.

Reaching into his pack, he'll pull out the metallic horse boots. "How about these? They're great trade goods, very durable. Anybody with a mount would love these. The points make 'em good for kicking things that try to eat your ride."

persuasion: 1d20 ⇒ 4


Talanth wrote:


Can I use effort too? Bringing the difficulty 1 down to 0? If so I do that, if not...

[Dice= Might w/ effort ]1d20+

I dig deep and hold to Thirds hands as I scrambles onto the bank.

" Thankyou! " he gasps, collapsing onto the river bank. " let me catch my breath. "

I'm taking an action to recover points to my might pool.
1d6+1

so -3 for effort on this action, and +5 for recovery =10 points currently.

You could just make it diff 0 with effort or to roll it without it. You deicided to do both. Its ok to return those points but i am not fan of frequent retroactive corrections. You can perform 1 effort per round , if not mentioned otherwise. When you do declare effort its normally considered you already deicided to use in , in that case you could just skip the dice roll.


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1

Once I've finished catching my breath I head over to the others, walking awkwardly in my wet clothes.

" Anyone got a towel? "


Zimm looks at Surro, an avid expression coming over her face at the mention of wonderous things, but not willing to part with her own 'wonderous' things and having a dearth of shins, she remains silent as Zoose opens negotiations.


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

Third looks between the old codger and the rest of the crew before clearing his throat.

"With due respect, we've rigged a rope to assist the crossing. It's still a bit slippery, but I'll stay on this bank to catch anyone that falls- so there's no need to inconvenience this gentleman. Though, while you're here sir, if you wouldn't mind telling us a bit about the route between here and Regel clave, I do have some shins to offer for your time."

Intellect to get our host to open up: 1d20 ⇒ 20


Surro's face changed its expression to the surprised one, and then changed to the happy one :
“Well ,those are manners! Ya’re not only craftey brave man, but also having good attitude and respect to elder ones who work for your good.” He turned to others and added: “Yes, Yes, your good and well-being!”
“Do you know how much work we invested into making this slime-thrower? And that we are the ONLY and last civilized safe haven you have before reaching Regel? Of course, misters, shins are necessary, but they are merely gratitude for work and investment we are doing here.

Of course you are invited to buy my goods. I and my brother do many things, which are very popular! Did you heard about “Surro’s jumpey slime” ? It’s used to fill those Thyrn quilts and armors, and other parties like it too. When the foe’s sharp edge on its way to harm your heart or stomach , it meets the “jumpey” filling and …. It’s jumps back! Obcourse you have the “Softey”! It’s very popular! Malvic ladies use it to fill the pillows. So the pillows take shape of their gentle bodies so their rest will be very comfortable. I have bedrolls for sale. My brother is craftey person – he lives on the opposite shore. You’ll meet him soon! He is nice fella, only he have bunch of “nothing-doers” there who eat his food. But he likes them. It’s up to him …..”

He talked fast, and was very agitated. He made expression of the person who likes to talk, but have not enough people to talk to normally.

He continued:
“There also “gooey” too. And “caustic” one. Those are very popular but pricey. I’ve managed to utilize and recycle broken vessel cyphers, so you could have few of “Surro’s danger slime extra specials”! I've sent pair to Stirthal and they being sold in Sizron shoppe on the tops. Very popular! All is made from the plants, and of course, seskii poo! It is invaluable material for the ”caustic” one.

So you said “SHINS”. Yes, I need shins. I will give you information for free, as token of my good will and hospitality, and you are invited to try our slime-thrower! For symbolic price of 2 shins per launch. I need to commit some power from my laboratory for that! Yes! And some slime to spend for ensure you will land safely! Well… ok, 5 shins for all of you…. but you need to buy something from me. Very useful goods! You will find them at double price in Stirthal or Regel. By the way – it is much safer than “swimming”. He-ih-ih-ih! “ - he giggled and moved to open the gate, while continuing talking:
“there is very small chance that you could break your spine or arm or leg – but normally its going very safe. Really-really safe. When you start the flight you need to stretch the body following the trajectory line, once you cross the opposite bank’s line you need to curl yourself in order to land precisely on the “jumpey” sphere, which enveloping the heavy metal core…….”

He stopped for a second, pressing some buttons on top of the gate, and then on the bottom of it.
“Opening takes some time” – he explained – “necessary security….. just a second..” - he turned his back to the guests, and went to the Seskii house. After few seconds gate gone loud “Clank!” and he appeared again and approached the gate.
“And my advice…. Take those ”nothing-doers” from my brother… you will need them, a lot. The passage is dangerous one. And the only thing they know well is how to make it safer and how to fight those murdens.”
He turned his head towards Zoose and added :
“Those fancey useless things may interest ”nothing-doers” only. You will meet them on the opposite shore. Offer them to Gaelic. He is pretty dumb to take them! A-ha-ha!” – he laughed loudly and opened the gate.

“Come in. Time to buy some Surro’s finest goods and goos, and then – to the flight! Just do not come extremely close to me. My boys and girls do not like when someone does that. And… 5 shins and you buying something from me, that’s a deal!” – He smiled kindly, and nodded, allowing to the guests to pass.


Players can do their turns. They also can do some discussion between them in-character. Discussion/talking wont consume action, so while you do one action, you can have several posts of "speech" with Surro or other party members in this action.


Zimm blinks again at the torrent of words that Surro speaks, actually taking step back as incredibly the monologue became quicker and more frenetic.

Somehow, Zimm manages to get the gist of Surro's speech, escpecially the description of the cyphers he has for sale.

Looking at the others, "I can contribute a shin or two to the cost to use the apparatus..."


Female Half-Elf Monk 8, Gunslinger 8

He'll shrug and put the metal horse-boots way in his pack. He'll pull out a pouch that seems to have a few shins in it. He takes a peek, but doesn't show what he has. "So how much is the armor, and the bedroll?"


"We have all things ready, here... " - said Surro and pulled piece of synthpaper from inside pocket of his coat and gave it Zoose. "My brother got all things ready for random visitors who do not know our prices."


The synthpaper was perfectly white and been written with very clean and very easy to read script. Moss green ink was used.


-----------------------------------------
Surro's side.

"Jumpey" N1 Big Barrel --- 2
"Jumpey" N2 Small Barrel --- 1
"Softey" N2 Small Barrel --- 1

"Gooey" N3 Small Can --- 3
"Caustic" N4 Capsule --- 1

Surro's "Gooey" Xtra-Special --- 10 (or exchange for any cypher)
Surro's "Caustic" Xtra-Sp. --- 10 (or exchange for any cypher)

"Jumpey" Quilt Armor --- 5
"Jumpey" Reinforced Vest --- 6
"Jumpey" R.Vest - X-Durable --- 8

"Softey" Bedroll --- 4

Vegetables --- 1
Shimmer (1 dose) --- 2
Quasine (1 dose) --- 2

Burro's side

Short sword --- 1
Malvic Dirk - Xtra sharp --- 3
"Murden's Magnet" --- 6
Atunement Crystal --- 3
Vessel Node --- 3
Mirror (Medium or Small X2) --- 1

Repairs --- starts from 1


Stealthy Jack who Exists Partially Out of Phase | M 3/13, S 7/13, I 7/12 | Edge: M 0, S 1, I 0, | Effort 1
Zimm Nata wrote:

Zimm blinks again at the torrent of words that Surro speaks, actually taking step back as incredibly the monologue became quicker and more frenetic.

Somehow, Zimm manages to get the gist of Surro's speech, escpecially the description of the cyphers he has for sale.

Looking at the others, "I can contribute a shin or two to the cost to use the apparatus..."

" Do you think it's safe? " I say under my breath, looking dubiously at the contraption. " I can chip in a few shins as well. "

I move to look over Zoose's shoulder. " a softy bedroll does sound nice. "


Female Half-Elf Monk 8, Gunslinger 8

He looks back to the machine for a moment. "He's been honest that there could be some injuries. But you're going to fly."

Talanth will note only a handful of shins. "Why don't you buy the bedroll. I'll put in 2 shins toward the flight."


A Tough Glaive who Defends the Weak Sheet M: 7/14 S: 6/11 I: 4/9 Edge: M 1 S 1 I 0 Effort: 1

"How many people have broken spines or other bones using your device, Mister Surro? Through their own clumsiness, of course.", Third asks, trying to gently remind the party of the inherent risks in being flung through the air by a crazy old man.

"You had mentioned, sir, that your home is the last civilized place before reaching Regel: do you know anything more of the road ahead? Landmarks and hazards and the like? You had mentioned murdens, thank you, but I was curious if there is anything else we need to be aware of."


Surro swiftly replied to Third, while other party members were concentrated on shins and price list:
”Firstly, it is quite safe. Easy task, you just need to curl your body before landing, and stretch once you leave the nest. My jumpey sphere should absorb you if you will do that. There were few that broke something, but that’s because they failed to do something very simple or were too stupid to ignore my instructions. If you fear to fly – you should not fly, I say!

As for hazards – you better ask the “nothing-doers”, as I already suggested. No one knows the path and hazards of it better than them. All I know that there are hordes of murdens and some other kinds of abhumans, but they know all about it. They will want some modest payment though, I am sure. But, listen to old Surro – better for you to get them as your guides.”

He turns to others:

"You should also try Shimmer and Quasine! My own invention! Vee-E-E-ery popular!" - his eyes go out of their orbits for a glimpse of second as he turns to Zimm - "Shimmer is especially good for us, intellectuals!"


Seems Zimm is busy abit, you can just discuss trading and purchase options till he comes back, so we use that time till Zimm will be able to do post

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