On the Ring World

Game Master Capt Wombat

Gaming on the Vast Ring World, where any race can be found, where the gods have gone, where ruins and newkindoms can be found after the fall, where Adaventr and danger awaits players.


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Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

"What now?" - Zaeltor puts in as he crouches in a corner, carefully observing the gathered puddles of water, to try and garner if it is potable.


Fem

Scarlet shrugs at Zaeltor's question.

"Well...if we bring back some large containers...um...barrels next time through, we won't be as worried about missing a gate opening from this side..." She points out.


As you look around the vast space you come to the realization what your looking at is the remnants of shops. The lay out is odd you have never seen this many shops in one place most are gutted, every thing in them ripped out or ripped apart. If not that then time seems to have been at work on most what's left. The few shops with windows, single sheets of an odd glass you have never seen before seem odd, you have no idea what most did or do.
Plant life and water seem to have taken old, small animals have made homes in most things, eating after parts, so that just about every thing you fine easily is broken, damaged or revoked.

The roof is smash and you see most shops seem to have been smash, something cataclysmic happened here.

think shopping mall left for 1000s of years


Or as described some where about in book two of John Christopher's "The Tripods" trilogy. ;)


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

Gurrsmaggle watches as the events unfold. He does not take action against the possessed Hall but watches as the others do. He slowly cleans off his blades, and chuckles at Gigar's remark.

I travel light; if you are good at shooting arrows, I have a bow.

Upon realizing that something else is watching prepares for combat.

Initiative: 1d20 + 7 ⇒ (9) + 7 = 16


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Int check: 1d20 + 4 ⇒ (15) + 4 = 19

Once the crystal is destroyed, Annie goes over and give Woofy a hug goodbye and thnak you before dismissing the doggie. Who's a good boy, Thants right, Woofy a good boy. You have to go home now, Bye-bye Woofy

and with a swirl of arcane magic Woofy vanishes.

Annie then looks at Hall in a comma but still alive then notices the pile of dried wood around him. she first gives a mischievious smile then it quickly fade as she realizes Hall is not "dead" so she can't just burn him up.

Glancing around at the shops. wonder what happened here?

Annie skips over to a nearby building and examines the remains.

looking for signs of fire or explosion.
perception searching: 1d20 + 9 ⇒ (10) + 9 = 19


You still inside the one building Annie sorry, you have yet to find a way out, it's like a big derralicket shopping mall that been over grown v 1000s of years. Your on the inside,
Also the ground is sloping still.

Luck rolls to find some thing wile you look around.


Don't forget your luck points you gain one

DC 5 find some junk 1gp

DC 10 find some junk 10gp

DC 15 find some junk 100gp

DC 20 find a small magic item

DC 25 find a mid magic item

DC 30 find a cool magic item

DC 35 find a powerful magic item

DC 40 find a artifact of power.

Luck points spent get you in this case +10 to one luck roll.

Luck rolls your current luck points + 1d20

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Spending a point and making a roll.
luck: 1d20 + 22 ⇒ (6) + 22 = 28
hopefully some kind of finessable or ranged MED Weapon.
As Gigar looks about, he looks at Gurrsmackle and chuckles. Thou tempting is the offer, I'm afraid your child sized weapons are of no use to me.


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Wait a second, how can we find how many luck points we do have? And how does this work exactly? We spend the point for being entitled to roll?


lucks being talked over in discussion


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

Taking a look around.

Luck: 1d20 + 24 ⇒ (14) + 24 = 38


lucky finds so far

Gigar 31:

As your walking around you find a kind s sports shop, its got all manner off odd things light metal box, you open in and inside.

Is an odd looking gun,

Advanced Airgun [Repeating Heavy +1 DMG 1d10+1 20/x4] Range 140' [+scope] RoF 1 per attack. [12lb]
[This Advanced Airgun works on compressed air. When fully pumped it can fire 10 Bolts of varying types, It takes 1 fully round actions to fully recharge with compressed air and reload [full round action provokes AoO ] In all other regards acts as Crossbow Repeating It comes with a
Scope
Counts as Simple weapon for training.

You find [3 bolt Mags] in the case with the gun,
and 30 Adamantine bolts.

Gurrsmaggle 38:

You look around and find mostly junk, nothing seems very good to you
then you spot and odd looking gem, its shifting emerald colors seem to pull you in you pick it up and a shimmer of light comes onto being all around it and you.

chaos-emerald


As you look around the vast space you do find what seems to be an exit, but some of the building has fallen down and its blocking the way out.
There is the roof but that's a very hard clime unless you can fly.
The Blocked exit seems to be why there is so little looting in this place, its as if its just been left. You find lots of bones, plants, where seeds have blown in and water coming in from the flat roof, v the broken center.

Sunlight streams in and you can see water up there on the roof behind the glass.

It looks like this when you get to the center

Where you came up it looks like this

You find a back exit, the doors are locked but when smash and look out the window you see this HERE
You can tell your high up, looking over a vast over grown city, every thing is titillated about 5 degrees, all the buildings, you can see a fast river flowing.

You find another side door this one onto the street - Person and power or any writing if any kind.

Any one who made a Tech roll, you have made NO writing or symbols of any kind of anything.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

luck is a different point pool then my honor ?


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Are we free to add as many luck points as we want? The whole 6 for example?


1 per roll man that would be scary "I roll 132 what do I get" best keep it I luck point per roll and only one roll this time


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Got it. On my phone atm, will roll once I am home.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar picks up the air gun and inspects it, pumps it up, then checks each case of bolts, loading one into the chamber. He then slings the gun by it strap over his back and proceeds with the rest of the group.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

quick post for the luck roll

luck roll: 1d20 + 6 + 20 ⇒ (16) + 6 + 20 = 42

+6 for luck points, +20 burn a point

ok this may get interesting...


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Luck: 1d20 + 6 + 20 ⇒ (14) + 6 + 20 = 40
Luck down to 6 after point burned


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Luck Roll: 1d20 + 20 + 6 ⇒ (19) + 20 + 6 = 45

Still not 100% sure if I am doing this right, but GM Capt Wombat, I'm starting to think that +20 may be too much?


Yaa three 40s

Annie:

Wile your looking round you spot and odd looking Device its like some kind of flat glass sheet standing one end, about 8'x5'x1' when you pick it up your hand feels cold and a voice in your head says

::"Prime link lost, overlaying last data set"::

its odd its like images more than words.
as you look into the glass you see symbols kind of looked in place over things, doors, parts of the room, no matter how you move the class sheet, they always seem to stay in the same place relive to where what they are next to.

At will powers it has

Know Direction
1: Light
2: Identify
3: Read magic
4: See Invisible
5: Comprehend Languages.

+ other yet to be found out.

Jack:

You look around and find what seems to be an odd ring like contraption
a skill sits in the O in the center looking up. You take the skull out thinking it must have been looking up at something and place you head in the O to see what it was looking out. Suddenly there is flash of light and a dull after glow of blue. you feel pain in your head and when you put your hand up you feel all the hair on your head is gone. You can also feel a strange set of ridges on your head now.

+2 Int Permanent
Loss of hair Permanent

+ another thing yet to be found out.

Zaeltor:

You find a odd thing with seats in it, a glass like font, it looks like some kind of cab, but no wheels. Then as you look around you see a small Crystal on the floor. You see a kind of slot for it on the cab like thing and just on a whim slip it into it, odd cab lights up and then lifts about 2 feed off the ground, with you in it, a stick like thing comes out of a flat area.

It looks like this

Thats it your one off role in here


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

Zaeltor is completely taken aback by his discovery. As the machine lifts off the ground and stays afloat, a huge smile crosses his face - "This is... Amazing" - he comments, sitting down, and trying to understand what kind of magic animates the contraption.

Boys and girls, we've got ourselves a RIDE! :D


It moves as you move the stick left right pack and front
But height stays the same, about 2'

It's very move

Speed wise it can move, 30mph


Scarlet you going to try your luck?

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Jack, don't you think you are over reacting? Whatever it is, it's no reason to loose your hair over it!


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

its not like i am doing it on purpose. Now i just hope i look good bald.


Lock wise you don't have long about 5 hours now, you have spent most of the day looking around the Site, you have yet to find a way out that you can fit the Aircar through

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Alright folks, lets head back to the gate. Tomorrow we will come back with a couple of barrels of water, food supplies and explosives. It may be the only way to get the car out of here. Tomorrow morning we will start the expodition for one week.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Not a clue what she found Annie is sitting by herself (well with Tibbers (the teddy bear)). playing with some sort of glass sheet or possibly a device of some sort.

She moves it all around like its a window laughing and apparently enjoying herself.


Fem

A slightly battered Scarlet does nod in agreement with Gigar and begins to shamble back towards the gate point.


Are you going to power off and hide the air car, other than that will you take back and what will you keep here.


turning things off sounds like a good idea. I suppose the time to play with the new toys in on the morrow. :)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

I agree lets head back after all we need to take it step by step. We had a full adventuring day so far


, wrote:
turning things off sounds like a good idea. I suppose the time to play with the new toys in on the morrow. :)

O dear I have messed up, I thught this was and ALT of Lord Foul II and flagged it, Dooowww but its Scarlets, Now I can't unflag :( sorry I will try and fix this

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar will come over and helps to hide the car stealth: 1d20 + 12 ⇒ (10) + 12 = 22
Afterwhich, he looks around, making sure there isn't anything else of importance laying about and does a head count. Alrighty everyone, sound off and move to the gate! Where's Gurrsmackle or whatever his name is? Jack, grab Halls body, I'll grab the woman's.


arr the woman was a hologram when the crystal broke she faded away to nothingness as the device stopped working! you smashed its power source. Sorry for not being clear guys

You moved to the get with you loot and get ready for the jump back.
If no one posts other actions With in 4 hours I'm going to go ahead with the jump back.
Let me know what you carrying or doing in the gate platform at time of jump.


Fem

Scarlet will help carry what she can. (^_^)


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5

With Gigar's help, Zaeltor hides the vehicle away as best as they possibly can, retrives the crystal that activats it and takes it with him.

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22

"I'll assist with carrying them" - he offers.

By the way, didn't we find like a HUGE pyle of crystal worth around 250k, or am I remembering incorrectly? :D


no you did, jack has the bits, and a lot of the looked from the box of dead ones, is no one going to talk to Annie or jack about there finds or hair loss :)


Demodand-Spawn Tiefling Monk (Zen Archer) 5 | Init +4; Per +13 | AC 19, touch 18, flat-footed 17 | hp 45/45 | Fort +7, Ref +7, Will +10 | Resist cold 5
GM Capt Wombat wrote:


Why we'll any one who makes the spell craft roll DC5 sees you have about 250k gp of psionic shard crystal that can be used in the bend reality power. Sold in the city at street price.

What about all this? :D


Yes but remember things you find go to the company of which the army gets to pick and pay for bit 1st then you get your share and can use it to buy things back off loot in the company kitty.

You will be working for her lady's company exploring what on the other side of the teleport gate. Any thing found and brought back will be sold or kept by you in loo of a 5% pay out from finds.


Male Goblin Ranger (Trapper) 5 | Hp: 70/70 | AC: 21 | Touch: 18 | FF: 14 | CMD: 20 | Fort: +10 | Ref: +14 | Will +5 | Init: +8 | Perception: +14

Gurrsmaggle fiddles with a green gem and you can see him drop it into his pocket. When Gigar mentions his name, he pipes up and motions that he will scout ahead.

Stealth: 1d20 + 22 ⇒ (12) + 22 = 34
Perception: 1d20 + 9 ⇒ (2) + 9 = 11 +2 vs traps


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

unless someone tells her its time to go, Annie remains fascinated with this device she found. she keeps muttering to herself

Coops Shopping mall?

Fire Exit

this is neat as she realizes it is translating things.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar looks slightly puzzled at Annie, What cha got there?


Gigar as you look from Anne's point of view through the glass you just see a load of odd symbols., that seem to hover over places that thing you can see through the glass sheet.

Anne you point it at the air car and it tells you what it is with some instructions on how to fly it and the compartments in it.

As it passes Gurr it comes up with a outline of the gem he's holding and again instructions on how to use it.

Sam with Jacks head and Gigars air gun.

To the rest of you it just looks like odd symbols flashing up.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie quickly puts it down once she realizes Gigar is looking over her shoulder.

its a magic window. it shows me how to read stuff and how stuff works.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

that could be very useful! don't loose that!


Fem

Scarlet continues to haul and carry.

Again, happy turkey day to those folks celebrating. (^_^)

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