Shadows of Numeria (Inactive)

Game Master DireMerc

Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizards has risen to power in these hidden technological ruins.

Something stirs in the shadows of Numeria and unless someone figures it out the whole world could be in danger.

link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Assuming you preparations are done you head north to the black hills? Do you want to use the same entrance as the previous expeditions or try the underwater passage? You haven't really checked but there is a druid in town willing to cast water breathing on you all.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"Are we all set for the expedition? On that topic, we've two ways to enter, the underwater passage or through the main entrance. Any preferences?"


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

"I say I do prefer main entrance, only due to my wings. Not so easy to flying in water.", ending off with a smile.


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

"Understood, but the water passage could give us the element of surprise, and perhaps succeed where the other expeditions did not."


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"It depends, is Xaikon able to swim or not. If she isn't, then the main entrance is best."


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon smiles, "Yes, I can swim. Just an average swimmer."


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

"I am not a good swimmer, it is too cold where I come from, but I do have a spell that helps me swim and climb."


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

"I'm strong so I have little problems swimming."


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"Out of stealth reasons, swimming then? I, and i think you agree, prefer to get the drop on our enemies over them doing so with us."


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

”I don’t know how to swim,” Alvoise admits. ”But I should be able to suffer getting through this tunnel as long as I can breathe.”


I am just waiting to know which way your are going. have you made a decision?


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

On Alvoise behalf, it seems the tunnel


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

"It seems we are all willing to try the tunnel. Does anyone know if there is a druid about who could give us all the boon to breathe water?"


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

"Time to get wet I guess," as she looks northward.


You ask around and find a druid named Khonnir who agrees to cast water breathing on you all free of charge when he learns of your mission. He follows you the area close to were the underwater passage is located and casts the spells when you are ready giving each of you the ability to breathe underwater for six hours.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

”Thank you Khonnir,” Alvoise says, feeling the effects of the druid’s magic. He bends down and picks up a small stick. He hands it to the druid. ”Do you mind casting a light on this? I expect the tunnel to be fully dark, and we need to see.”


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"What a convenience i can see in the dark."

Yes, synth nightvision ftw.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise laughs, ”Well I need to see. I guess I shouldn’t have said ‘we.’ Are you volunteering to lead us with your superior eyes?”


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"If the situation requires it, i would."


"It is not a problem says Khonnir casting light on the object.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

She looks at Alvoise, speaking, "Think one of us needs to swim ahead to see if we can sneak in without being noticed with a light source amongst us. If there are watchman at end of tunnel, we will need to hide the light source, and one of us then lead those who can't see in the dark, like holding onto something of the guide. Of course if the watchman have a light source, closer to end of water I sure Alvoise and other will begin to be able to see out of the water and prepare to launch out of the water in a surprise attack. I am after all a hunter of the night, so natural fitting to go ahead."


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"That would leave me and Xaikon to go first. You have all your possessions ready? If chances favor us we'll meet again swiftly."


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

"I think a number of use can sneak in the dark, and scout around.
and the better swimmers should be the first to check for a watchman"


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Raskir volunteers to go with the advance party, using his darkvision to scout. He chants and calls on the spirits of fish and the wild lynx, giving him increased ability to swim and climb, and then allows his body to take its natural form, granting him darkvision and a claw-like grip. He stashes most of his gear including the crossbow under some bushes, but keeps his longspear, dagger, and sling.

Looks like I did have "Monkey Fish" prepared, granting me 10' climb and swim.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise counts the people volunteering for the lightless scouting party. ”So it sounds like everyone is volunteering to swim in the dark but me. Staying up here while all of you face danger....hmmm.” He sticks the glowing stick into his pocket so only about an inch is showing. ”I think this will give me enough light to see with. Like a candle’s light. I’ll follow behind you, what, 50 or 60 feet? Does that sound like a good plan?”


You eventually decide on who goes first and someone dives in and finds the underwater passage a large crevasse in the side of the rock wall.

You enter and swim along (dc 10 swim check) but there is something in the water that makes you feel a bit ill. Fort save dc 14. If you fail you become sickened for a while (I will let you know).

The tunnel seems to go on for about 90 feet before it goes into a large open area were light shines down from above.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Swim: 1d20 + 1 ⇒ (18) + 1 = 19
Fort: 1d20 + 4 ⇒ (6) + 4 = 10


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Swim: 1d20 ⇒ 15
Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

swim check w/ armor penalty dc 10: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21

fort save dc 14 : 1d20 + 5 ⇒ (10) + 5 = 15


Since this is a poison effect Jayla would gain a +4 racial bonus just making the save.

So far everyone managed to resist the toxin in the water.

You get out of the water were the light shines.

Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons.

you notice a small stream of green sludge seeping out of a crack in the cavern wall and going into the water.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Am i ever so glad i'm a synthetic.

On the sludge, kn. roll?
Kn. Dungeoneering: 1d20 + 7 ⇒ (9) + 7 = 16


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

swim: 1d20 + 0 ⇒ (11) + 0 = 11 I think I make this automatically from the spell?
fort: 1d20 + 2 ⇒ (12) + 2 = 14
No points to spare!

Raskir swims easily, aided by his spirit magic, but he is glad when he gets back to air due to something foul about the water. He looks at the sludge with distaste.

Kn. Nature: 1d20 + 4 ⇒ (9) + 4 = 13


Numerian Fluids
Over the centuries, strange fluids have seeped from the
wreckage of Silver Mount and other crash sites. Engine
fluid, coolant, hydraulic fluids, and stranger substances
have mixed together, the chemicals further transformed
by the strange radiations of the ship’s drives. Fluids can be
found in pools or springs, or collected as they drip from
larger pieces of wreckage. Odd behavior in animal life or an
abundance of mutations can indicate a nearby source of
alien fluids. While many such fluids are no more magical
or marvelous than crude oil—and often highly poisonous
to humanoids—others have strange and sometimes
desirable effects on biological life.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Once out of the water, Xaikon looks about including upwards towards the light, flapping her wings to get them dry.

If it is the sky above that is providing the light, she would simply whisper the following:
"That would have been a drier route for me to get into this cave."

She walks about slowly around the cave looking into the darkness to see where they should proceed to, and to hear for any activity ahead.

Perception: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 dim condition: +2

Knowledge(dungeoneering): 1d20 + 5 ⇒ (14) + 5 = 19 Mainly for the nature of the cavern, alterations by creatures and humanoids.


Ah yes I was getting to that. The light in this cave is coming from a colony of fire beetles in the room. Several of them hang on the walls and on the ceiling of this cavern. Thought they haven't reacted to you yet.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val makes a swim to the rest of the group

Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Swim: 1d20 + 4 ⇒ (19) + 4 = 23


Looks like everyone made it. Right now you are still in the water you see the shore but the beetles are all over this seems to be their nest. Let me know when you go to shore


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Kn. Nature: 1d20 + 4 ⇒ (2) + 4 = 6
Raskir studies the fire beetles, wondering if they will attack, and if they would be susceptible to his charm animal spell. But after a few moments he is ready to leave the water.


Charm animal doesn't work on insects.

Raskir is not very familiar with fire beetles but his knowledge of insects tells him that they will attack if they feel the nest is in danger.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Just use my post above. though she keep an eye out for the beetles above.


Steeping careful on the small beach Xaikon looks around and spots a ledge she could fly up too that might lead somewhere.

Here is a visual of the area. You came from the south and it looks like the current continues up north as well.

local area


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

"Don't threaten their nest and they should leave us alone."

Hopefully we can avoid it but not sure where it is on the map.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"Agreed."

Jayla attempts a stealthy recon.
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16


You try to climb the ledge?


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

No other approach than to climb it?


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Raskir, still feeling the increased dexterity in his limbs from the monkey fish spell, approaches the ledge, trying not to disturb the beetles, and begins a steady climb.

stealth: 1d20 + 5 ⇒ (3) + 5 = 8


Your options are climb the ledge, fly up to it or keep swimming down the stream.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon nods and move to the southern side of the ledge. Looks up at the fire beetles to make sure she be as far as possible from them. She gives a quick flap to propel herself into the air, rising slowly until her head only sticks out above the flat surface of the ledge to see what is there.

Perception: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Stealth: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20


Raskir moves up to the ledge and the beetles seems to notice him and grow more agitated moving down the walls to come down to the beach on each side.

Xaikon flies up a bit and sees 4 mounds of earth near the ledge and a tunnel that goes to another chamber. Seems the next is right at the top of the ledge.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

"Oh boy, looks like someone disturbed the hive."

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